Sorry for the problem, I can see what the problem is now, but I am still trying to figure out the best way to fix it. But we should be able to have it fixed in the next patch.
mormegil
Can you send us a save?
Definitely a bug. Thanks for the report.
Serg, your save confirms the problem. We are going to floor Tourism to 0, so this will be fixed in the next patch, but for now, you will want to avoid using the Unpopular race traits.
I think I see the problem, do you have the Popular race trait set to -1 or -2? If you do this and have not other tourism techs or improvement you can actually end up with a - tourism value. This should be floored at 0, we will get that fixed, so you will not be able to lose money with that trait. However, keep in mind if a race has that trait they will have to get above a 3% tourism rate before they will actually see any income from it. <b
Serg, this should definitely not be happening. Can you please send in a save of this game? Is this a new game? or a saved game? Can you find a planet that is generating tourism and send me a tool screenshot of the tooltip?
So, this behavior was actually intended, but I am going to change it so all "dead" planets will fade out at the same level. Because you are right it helps clean up the clutter. That said let me explain why they were different, just FYI. When a system is generated, there are Planets, and Dead planets placed. This has to do with resource and habitable world generation. Dead planets are sometimes swapped out with Tulium, depending on your resource likel
First off, I’m sorry you ran into these issues. Synthetic races got messed up when we had to make some changes to the data to make sure the base game with retribution worked well, as well as the Crusade with retribution. The two treat Synthetics differently and some mistakes slipped in. We have fixed the tech issues, the colonizing issues, and are currently making sure that the race traits are behaving properly in the full matrix of install options. <b
This issue has been fixed locally and will be in the next Patch, thanks for the report.
We have fixed these locally, and they will be up in the next patch. Note: The base mass of thrusters is in fact 1, but the actual mass used is modified by the Hull size, so that would be why they are different when you look at them in the designer.
I am looking into this, and it appears to be working fine for me, do you have Crusade? or just the Base game?
a0152570 I cant re-produce your issue, I am going to do a few more test, but this issue should have been fixed in the resent patch. I am going to make sure that it got in. That this game was started with an old save, or that you may have some manually saved some of those ships with the old names? Can you check to see if they are in your designs folder.
[quote who="a0152570" reply="1" id="3685115"] cool but you really need to rework blue prints, ship class defs, and text. just start as Terrans, do an 'unlock' and look at ships in designer. e.g Dreadnought using missiles? -r,-p,-l,-d ships are not consistent in use of enhancements; ship names are screwy (e.g look at ranger class).; new weapons not implemented consistently across weapon types (diff numbers of enhanced vs non-enhanced). Note some of this has been broken s
Good catch, fixed and made clearer, it actually dose +2 levels. But they were inverted. Will be fixed in next patch.
This is pretty amazing.
It's not so much bugged as not accounted for, upgrading uses a different system, that dose not currently account for unique component. I will see what we can do to make it support it. It might have to wait for Crusade, but I will see if we can get it dressed before that.
Yes, you certainly should not be seeing this, can you seen in a ticket to support, with a save that reproduce this as well.
Can you report this and send in a save to support. This is defiantly something that should not be happening.
Ha. It certainly can be helpful.
OK, I see the problem, we had a slimier issue with the Precursor Satellite planet trait, that was fixed, I am fixing the event now and we will get it into the next patch. Sorry about that.
I was sure this was fixed, but i will double check.
We have found the problem, it had to do with a change made to haw Defense points work, we are fixing it and it should be corrected in the next patch. Thanks for the report.
Dose it come back after you hit turn?
The XML looks correct, it is flat because of the way the math works internally, but acts much more like a %. That said, I have someone looking into it to see if it is bugged. Thanks for the report.
Thanks for the feedback, we are addressing, or plan on addressing most of these issue. But player feedback is always welcome.