2.6 bugs

Transport ships loose all their soldiers when docking and then undocking from star bases. 

The Yor are missing access to a couple economic star base modules that can be potentially crippling at end game. The Yor don't have don't have access to the third tier star base research boosting module "Orbital Research Center", and although it seems they are technically able to research the fourth tier research module "Orbital Institute" as it actually appears on their tech tree, you can never use it because you have to install the modules in order, the game doesn't allow you to skip the third tier upgrade and go straight to the fourth therefore not having access to the third tier starbase research boost module denies the Yor access to all the higher tier research module upgrades

Additionally the Yor are missing access to the second tier economic star base gross income boosting module "Orbital Shopping Center". And while the third and fourth tier income boosting modules are on their tech tree, they cannot access them because they are missing the second tier one since you must upgrade the modules in order. And because they are missing the second tier gross income boosting module they are also unable to use the third and fourth tier economic boosting module. This becomes very noticeable when you rely on economic star bases to boost your planets.

You can eject ships from opposing civilizations planets by clicking on their planet and double clicking the picture of the ship in the lower part of the screen. At least this is true during multiplayer games if you do it during your opponents turn. Could potentially make it very easy to take over planets with just a few fast moving troops ships, if you take advantage of this bug. 

These bugs were found while running the base game with the v2.6 opt-in update on steam.

37,399 views 9 replies
Reply #1 Top

Hello Tempest33, we have fixed all these bugs internally, expect to see the fixes in the next patch! Thanks!

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Reply #3 Top

Still have the problem where if you decommission a starbase, you don't get your administrator back.

The Elevation Foundation got many of it's issues fixed, but the Text in the Ideology screen still says that it should give a +100% Morale bonus, and generate 0.2 benevolent/turn.  It currently does +25% and 0.1/turn, with a +1 Approval/level.   Fix either the text or the improvement (preferentially, I'd go for a +50% Morale, 0.2/turn, and knock the per level Approval down to 0.5, then fix the text to reflect this).

The Temple of Enlightenment has a similar issue:  the text indicates a +200% colony Research and a 1/turn Benevolent increase, whereas the actual stats are +33% and 0.2/turn.  Balance-wise, I'd go with +50% (and change the level bonus from +1% to +5%) and 0.5/turn, then fix the text.  This is supposed to be a pretty strong improvement, and it's really weak now.

Reply #4 Top

Quoting trims2u, reply 3

The Temple of Enlightenment has a similar issue:  the text indicates a +200% colony Research and a 1/turn Benevolent increase, whereas the actual stats are +33% and 0.2/turn.  Balance-wise, I'd go with +50% (and change the level bonus from +1% to +5%) and 0.5/turn, then fix the text.  This is supposed to be a pretty strong improvement, and it's really weak now.

I totally agree

Reply #5 Top

I seem to be having a problem with disappearing durantium.

Happens while the AI are taking their turns.

Don't notice it until I have bought durantium from an AI, but it seems to happen every turn thereafter.

Doesn't affect production of durantium.

 

Reply #6 Top

Quoting shayvaan, reply 5

I seem to be having a problem with disappearing durantium.

Happens while the AI are taking their turns.

Don't notice it until I have bought durantium from an AI, but it seems to happen every turn thereafter.

Doesn't affect production of durantium.

 

1 - Are you playing a synthetic race and building population?

2 - Are you automatically upgrading improvements on your planets?

Reply #7 Top

I was playing synthetic, but was seeing the durantium being taken out when I put the manufacture pop in the queue, is it taking out twice?

 

Reply #8 Top

Manufacture population is a repeating project, so when you queue it up it deducts 3 durantium, then when it finishes you get +1 population, but the project starts over again with no notification, so it deducts another 3 durantium and starts building another +1 population.

That's why I hate the repeating projects.  If you just want to add 1 population, you have to check that planet after every turn to see if it has finished, and then cancel the project.  At least when you cancel the project you get the durantium back.

Reply #9 Top

That would make sense <_<

I hate them even more now, before it was just an inconvenience, as I would have to look which planets were on the repeats any time I got a terraforming tech, now I have to watch out for this as well. :(   

Thanks Publius.