View Full Version : designs forgotten on reload... and more
synchro_w
07-07-2003, 07:44 AM
the one thing i hated about the pre patch moo3 was the way in which you had to sit and play thru at least about 10 or more turns to ensure your most recent ship designs didn't get forgotten when you reloaded your game. bloody annoying cos ship design i enjoy but when i have to do it every time i reload a game it just gets plain boring as there are only so many combos of standard/heavy /light/PD/enveloping, Armour piercing, etc etc that i want to try out.
now.
the post patch game? shirley this friggin serious bug has been solved?
nope. i still have to go thru all my designs after a reload as the most recent updates are just not there. i've been thinking that if i update to what i want, THEN update the ships AGAIN to something i don't want, then it'll forget the last unwanted ship designs and i'll be left with the 2nd to last designs that i actually want [got that? phew.... this is ridiculous!]. but the amount of work i put in to doing that is just as much as if i had to redesign my ships with the latest upgrades... so, no point.
is therer a mod to stop this? i just want to be able to switch off my pc when i'm not playing moo3 but i can't unless i want to spend so much time redesigning my ships! so, i leave moo3 running constantly.
there was a time when i truly loved ship design. i usually can't get enough of coming up with ship types and tactical uses of those ship types.
but now this side of the game is just plain boring as having to redesign all my lovingly created ships over and over every time i reload a save game has ruined this once very enjoyable side of moo3.
grrrr....
also, i've been mucking around with the oppressometer settings... er... a tad too much actually, and now i have a horrendous HFoG compared to the other empires. almost twice as large.
so, time to change govs, i figure.... to lower it. but it doesn't seem to work?!?! i wouldn't normally use it but i didn't realise setting oppressometer to 9 for a short time [to kill spies that arwe having a bloody field day taking out ALL my leaders as well as ALL the science, gov, mining infrastructure within about 8 turns!!!] would have such a serious effect on HFoG.
GAHHHHHH!!!
so, i find myself saying those magic words...
"when is the next moo3 patch coming out?"
thanks
das:mad:
Ron_Lugge
07-07-2003, 08:04 AM
A) The game does not save anything done during a turn. So, no matter when you save its the same as having saved at the beggining of the turn.
B) The changing governments exploit has been removed. To compensate, HFOG no longer creeps upword but is rather directly linked to you empire size.
synchro_w
07-07-2003, 09:14 AM
so HFoG is not affected by how high you have the oppressometer? then doesn' the ingame encyclopedia need updating properly? there's a lot of stuff in there that no longer applies as it is based on pre codepatch game.
mmm... lemme see now.
i upgrade my ships... save then kick out of game.
reload later on and the new ship upgrades are not there.
ok. not saved cos it only saves from beginning of turn. JEEZUZ IS THAT ANNOYING!!! WHY? WHY? AARRGHHHH!!
<<rant not aimed at you, ron, dear chap, just a rhetorical kinda rant>>
but here's a doozy;
i upgrade ship designs, i save.
then i play a turn then save again.
then again then again just to be certain my upgrades will be there.
guess what?
they're not.
<not exactly true - sometimes they stay>
a particularly tricky dilemma.
also, i constantly have to micromanage my taxes as they rise and rise and rise.
why? why me? why ME?? i'm a decent enough chap!!
perhaps it is god's way of telling me to pack in playing computer games and ask my ex to take me back in the safe and certain knowledge i would actually go to bed at night with her instead of browsing p --- er...ahem.... playing computer games till 5am.
thanks, ron,
das;) :cool: :up:
Ron_Lugge
07-07-2003, 09:18 AM
Originally posted by synchro_w
so HFoG is not affected by how high you have the oppressometer? then doesn' the ingame encyclopedia need updating properly? there's a lot of stuff in there that no longer applies as it is based on pre codepatch game.
<<rant not aimed at you, ron, dear chap, just a rhetorical kinda rant>>
For one, I may be wrong - oppressometer may have an effect.
For two - IIRC, it was an early game designer, and they structered everything accordingly from then on.
but here's a doozy;
i upgrade ship designs, i save.
then i play a turn then save again.
then again then again just to be certain my upgrades will be there.
guess what?
they're not.
<not exactly true - sometimes they stay>
Never seen that.
a particularly tricky dilemma.
also, i constantly have to micromanage my taxes as they rise and rise and rise.
Planetary taxes will naturally rise, untill they hit a proper balance (between the three tax settings) - once they do, they won't. They also adjust to deal with unrest, but rather slowly.
[qutoe]why? why me? why ME?? i'm a decent enough chap!!
perhaps it is god's way of telling me to pack in playing computer games and ask my ex to take me back in the safe and certain knowledge i would actually go to bed at night with her instead of browsing p --- er...ahem.... playing computer games till 5am.
thanks, ron,
das;) :cool: :up: [/QUOTE]
This just happens to be a very complex, very confusing, very very very fun game :D
synchro_w
07-07-2003, 09:32 AM
Originally posted by Ron_Lugge
<snip>
This just happens to be a very complex, very confusing, very very very fun game :D
agreed.
and i love it!! tho, like all things you love, it does sometimes get on yer tit.
you don't happen to know the empire/system tax settings for a parliamentary gov with low oppressometer, at war with 4 evil races, allied with 2 goodies [floaters and trilarians] and as usual, the grendarls are inbetween the lot skimming off the fruits of intergalactic conflict.
y'know? there should be a setting for whether you want a galaxy with compltete mix of races or just a random choice as this game i'm in has 2 races of ithkuls and 2 of geodics [and all are at war with me!! typical!]
das:D
Ron_Lugge
07-07-2003, 09:36 AM
Originally posted by synchro_w
you don't happen to know the empire/system tax settings for a parliamentary gov with low oppressometer, at war with 4 evil races, allied with 2 goodies [floaters and trilarians] and as usual, the grendarls are inbetween the lot skimming off the fruits of intergalactic conflict.
Sorry, no.
Personally, I always leave the system taxes at zero, so the planetary taxes can balloon up.
Daveybaby
07-07-2003, 10:07 AM
Synchro... i've never seen or heard of this problem before, pre or post patch.
Yes, ship designs (along with everything else) get lost if you havent clicked 'turn' before saving. This sucks, but isnt the end of the world (you quickly get used to it).
I have never seen or heard of designs getting lost once turn has been clicked. Are you absolutely sure this is what is happening?
synchro_w
07-07-2003, 10:53 AM
Originally posted by Daveybaby
Synchro... i've never seen or heard of this problem before, pre or post patch.
Yes, ship designs (along with everything else) get lost if you havent clicked 'turn' before saving. This sucks, but isnt the end of the world (you quickly get used to it).
I have never seen or heard of designs getting lost once turn has been clicked. Are you absolutely sure this is what is happening?
well. you got me doubting myself now. i'm gonna try this again to make sure but i've gotten so used to redesigning my ships AFTER a reoad that i can't see how it could be anything else.
<<strain....gasp.... push....>>>
well... here goes....
zesuila
07-08-2003, 06:27 PM
Me, i have an even worst situation than you. My moo3 has direct x error all the time since the patch(When i had none before. All my drivers on everything are current and i got WinXP pro. No other game does this and i've got plenty on my compute).
Plus, sometimes the game just crash and i get the dreaded blue screen of death and my computer reboot. In winxp pro. I've never ever ever seen that happen with any program in Winxp pro, so moo3 has a serious bug somewhere. I've reinstalled fresh and tested the validator and everything looks fine.
A whole lot of fun when you've spent 30 minutes creting new ships and then boom! Direct X error.
I'll soon chop my compute with an axe if this does not improve.... ;-)
Ron_Lugge
07-08-2003, 07:20 PM
Have you tried Dxdiag? Have you tried fiddling with your hardware settings? (IIRC, you can either increase hardware acceleration or decrease it, and it can solve some problems.)
Ordinator
07-08-2003, 08:20 PM
Originally posted by Ron_Lugge
personally, I always leave the system taxes at zero, so the planetary taxes can balloon up.
I do the same, but WOW do they baloon, 28% or higher in some cases. That really kicks the unrest on new or conquered planets. Especially when the new planets are incapable of generating military units to combat piracy.
On that note, do ground and space units combat piracy, or is it one or the other?
Ron_Lugge
07-08-2003, 08:40 PM
Originally posted by Ordinator
I do the same, but WOW do they baloon, 28% or higher in some cases. That really kicks the unrest on new or conquered planets. Especially when the new planets are incapable of generating military units to combat piracy.
On that note, do ground and space units combat piracy, or is it one or the other?
Space units combar piracy; ground troops help with unrest...
And as far as unrest rising, I've never seen it...
Then again, I always make sure there is at least 1 gov and 1 rec DEA on all planets... 1 gov only on small (4 or less) planets.
teecee
07-08-2003, 08:42 PM
Originally posted by Ordinator
I do the same, but WOW do they baloon, 28% or higher in some cases. That really kicks the unrest on new or conquered planets. Especially when the new planets are incapable of generating military units to combat piracy.
On that note, do ground and space units combat piracy, or is it one or the other?
Space units only. 1 ship hull size for each planetary population point to reduce piracy unrest.
-or-
You can eliminate piracy completely by modding out the effects of the unrest. That's what I did. Works great. I hated micromanaging pirates.:sour:
tc
Skymage
07-09-2003, 07:16 AM
@ Syncro_w
It's my belief that the 'save counts only at the beginning of the turn' was done to prevent any exploitation with the timed turns. Syncing up the exact second during a save is difficult with network lag.
Is it annoying? YES
Is it reasonable? That depends on your point of view
Is it workable? Yes. The rules apply to everyone so it's fair....annoying but fair.
As far as ship designs dissapearing...I havn't seen this (except quiting the game before advancing the turn :( )
As far as the opressomenter setting....just set it in the middle of your range and build as many defensive economic spies as possible (1 per 4 turns)
Hope this helps and happy MOOing...
SkyMage
TommyLV
07-09-2003, 11:46 AM
@ Syncro_w
Since people sometimes overlook the simplest things I have to ask if you are clicking on the "Confirm Design" button on the ship design screen after you have finished tweaking your ship? The design isn't done until the button is clicked.
synchro_w
07-09-2003, 12:59 PM
Originally posted by TommyLV
@ Syncro_w
Since people sometimes overlook the simplest things I have to ask if you are clicking on the "Confirm Design" button on the ship design screen after you have finished tweaking your ship? The design isn't done until the button is clicked.
nah. i know what it is now.
i usually stop playing early hours in the morning. when i'm ha;f asleep, i guess. i'm wide a wake now but i just did it again. i save, then kick out the game. it's just the way i've done it with hundreds of other games thoughoutr the years.
gotta remember!! design, then click next turn!!!THEN save! must remember.
< feeling kinda stoopid >
he he:p :confused:
Skymage
07-09-2003, 04:56 PM
Originally posted by synchro_w
nah. i know what it is now.
i usually stop playing early hours in the morning. when i'm ha;f asleep, i guess. i'm wide a wake now but i just did it again. i save, then kick out the game. it's just the way i've done it with hundreds of other games thoughoutr the years.
gotta remember!! design, then click next turn!!!THEN save! must remember.
< feeling kinda stoopid >
he he:p :confused:
Don't wory about doing 'stoopid' things Syncro.....we've all done them.
*Sheepisly looking at my colony orbitals* :bulb:
SkyMage
synchro_w
07-09-2003, 08:52 PM
Originally posted by Skymage
Don't wory about doing 'stoopid' things Syncro.....we've all done them.
*Sheepisly looking at my colony orbitals* :bulb:
SkyMage
colony orbitals? what a great idea for... er... colonising ... erm... other orbitals?
talking of orbitals [and desperately trying to change the subject of this thread to hide my shame] <ahem>
has you ever tried using spinal mounts in them? i figured that would be naff. they would only ever point one way, right? so, as useful as colony orbs?
but i was recently attacked by a 45 ship TF. i had a missile base and a single destroyer size orbital with rail spinals.
these things were relentless. it was an enemy SR TF so couldn't get any attacks in whilst it advanced from long range apart from a few missiles which were shot up.
the rail spinals did amazing things and managed to take out 24 enemy ships [enemy has class2 shields, durnanium medium armour... well, its empire had access to that level of tech... orbital had same].
bloody spinals!! and rail fires at 50% acc. they just kept pounding away and ripped great gaps in the TF's ranks. of course, rail has the advantage of not losing damage over distance [yeh?].
i was so impressed i'm gonna actually dismantle all my colony orbs and build ones with rail guns now.
he he!!
cheers, skymage!!
Blaze
07-09-2003, 11:43 PM
Originally posted by Ron_Lugge
Space units combar piracy; ground troops help with unrest...
And as far as unrest rising, I've never seen it...
Then again, I always make sure there is at least 1 gov and 1 rec DEA on all planets... 1 gov only on small (4 or less) planets.
QSI confirmed that ground troops don't affect unrest, I believe we were both posting in that particular thread.
Ron_Lugge
07-10-2003, 12:52 AM
Originally posted by Blaze
QSI confirmed that ground troops don't affect unrest, I believe we were both posting in that particular thread.
Nope. Never heard of that.
Skymage
07-10-2003, 09:58 AM
Originally posted by synchro_w
colony orbitals? what a great idea for... er... colonising ... erm... other orbitals?
talking of orbitals [and desperately trying to change the subject of this thread to hide my shame] <ahem>
has you ever tried using spinal mounts in them? i figured that would be naff. they would only ever point one way, right? so, as useful as colony orbs?
but i was recently attacked by a 45 ship TF. i had a missile base and a single destroyer size orbital with rail spinals.
these things were relentless. it was an enemy SR TF so couldn't get any attacks in whilst it advanced from long range apart from a few missiles which were shot up.
the rail spinals did amazing things and managed to take out 24 enemy ships [enemy has class2 shields, durnanium medium armour... well, its empire had access to that level of tech... orbital had same].
bloody spinals!! and rail fires at 50% acc. they just kept pounding away and ripped great gaps in the TF's ranks. of course, rail has the advantage of not losing damage over distance [yeh?].
i was so impressed i'm gonna actually dismantle all my colony orbs and build ones with rail guns now.
he he!!
cheers, skymage!!
@ Syncro
Railguns at range rock in the early-mid game. Up close and personel there are better weapons, but at distance thay are great.
Spinals do NOT only fire in 1 direction. That was removed from the game. They now do the same damage as ultra heavy mounts (more or less) with a slower fire rate and better range.
I don't think I'll tear down my colony orbitals, I'll just keep them there as a monument to my own stupidity :bulb: (or lack of sleep)
SkyMage
Emrys
07-10-2003, 12:12 PM
Originally posted by zesuila
Me, i have an even worst situation than you. My moo3 has direct x error all the time since the patch(When i had none before. All my drivers on everything are current and i got WinXP pro. No other game does this and i've got plenty on my compute).
Plus, sometimes the game just crash and i get the dreaded blue screen of death and my computer reboot. In winxp pro. I've never ever ever seen that happen with any program in Winxp pro, so moo3 has a serious bug somewhere. I've reinstalled fresh and tested the validator and everything looks fine.
A whole lot of fun when you've spent 30 minutes creting new ships and then boom! Direct X error.
I'll soon chop my compute with an axe if this does not improve.... ;-)
Stupid question, but did you do a clean install from the CD in order to install the patch (as recommended)? If so, did you run the install validator afterwards and get a clean bill of health? (you'd be amazed the number of people who have had 'the patch' break their moo3, only to discover it was the stupid copy protection which seems to make CD drives read junk off the CD, and so they'd got a corrupt install when 'clean' installing.
synchro_w
07-10-2003, 12:43 PM
yes, in the desire to draw attention from my own stupidity i bring you another puzzle.
the thetaplex scanning array.
i researched this beauty about 70 turns ago, [it's now turn 200] and i cannot for the life of me seem to get one built. by the sound of it, this is an incredibly useful piece of kit for a planet when you want to know if an enemy fleet is on its way and you want more than just one turn's warning.
but i have only had one built. i tried creating a dev plan for ALL PLANETS =
primae-infrastructure/secondary-infrastructure/tertiary-trade
no sign of a thetaplex array still after 20-30 turns.
so tried this;
prime-military/secondary-infrastructure/tertiary-trade
after 30 turns or so, no sign still.
i then created a dev plan <again all planets>;
prime-planetary defence/secondary-infrastructure/tertiary-trade
and a single thetaplex array was built on a mil region about 30 or more turns ago.
that's about 60 turns to build just one of these damn useful buildings AFTER they were researched.
everything thing else you can thik of has been built on my planets. infrastructure wise. but this one useful eyes of a system won't appear. that single array was built about turn 160 or 170 as i recall. and it is in such a useless place that it's worthless. unless the enemy manage to sneak thru about 5 of my systems to attack this one place where it is.
can anyone tell me how to get the AI to actually build these thetaplex scanning arrays? [tho i think the next level of system based galactic scanner is due to be researched soon i still would like to know what i have to do to get them built. ]
what's annoying is that things i don't want, and i have not even put into a dev plan, get built but stuff like this array i do want just doesn't appear. this problem was around pre patch, too.
and please refrain from saying, they have prolly been blown up by enemy spies because i have been very watchful of this one since i had exactly the same problem with the pre patch game.
it just has not been built cept that once on a remote world. i've been watching and waiting each sitrep. and the reports i always read w/o any doubt, are the blueys with the enemy spy has just peed all over your buildings, ships, researchers, etc. i like to know what enemy spies are destroying of mine.
thanks
das:D :D :D
Wandering Drake
07-10-2003, 01:09 PM
IT's unlikely you'll ever get the sensor array build. At least not without adding:
OffSensr += 100
into a culumn of you choice (I usually use military) in the first table in DevelopmentPlans.txt
Kloreep
07-10-2003, 01:30 PM
See So you want the AI to build Monuments, etc?? (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=303662)
WraithOne
07-10-2003, 08:16 PM
@ Skymage or whomever
...build as many defensive economic spies as possible (1 per 4 turns)
Umm, how are you able to build spies every 4 turns? Or are you using a spy mod?
Thanks in advance for an answer.
Beamup
07-10-2003, 08:24 PM
Originally posted by WraithOne
Umm, how are you able to build spies every 4 turns? Or are you using a spy mod?
In the standard game, political/economic/diplomatic spies take only 4 turns to build. Just take a look.
WraithOne
07-10-2003, 08:45 PM
Ah I see now. I was looking at the turns to build the wrong way. The first spy 4 turns (diplo) next one 10 turns(scientific) next one 14 turns(eco) etc. I looked at it like scientific took 10 turns to build always and not 6 turns always not taking into account that 1 spy gets built at a time and not simultaniously. Duh :bulb: For some reason my mind was off track.
Thanks.
synchro_w
07-11-2003, 12:12 AM
Originally posted by Wandering Drake
IT's unlikely you'll ever get the sensor array build. At least not without adding:
OffSensr += 100
into a culumn of you choice (I usually use military) in the first table in DevelopmentPlans.txt
hey, drake? umm... stupidity time again. you said the column of your choice? i'm guessing i need excel or summat to edit these bloody spreadsheets? i've done this kinda thing before but with or without wordwrap enabled there doesn't seem to be any table. there's a line
"Military TADPMil.... etc"
oh wait. i got it. i add Offsensr +=100 into the stats within quotes.
i've done spreadsheets before. but it was a while ago and i've mucked around with the settings prepatch but that wa just changing what was already written rather than adding anything.
<edit:>
of course, there are 3 lines to each column. so, adding Offsensr will screw things up, won't it? i mean, there are 3 lines in a dev plan. won't i have to remove one of the lines, say, if i want to put offsensr in the military column?
<what a berk! administer slap to self vigorously 3 times>
.....
<not enough!! another 3!>
....
<not enough!!!! another 8!>
.....
<.... now i'm enjoying it.....>
tar very much
das
:D :D :D :)
Wandering Drake
07-11-2003, 05:52 AM
Nah, you only need a text editor... other programs tend to mess up the file formating...
As for row, I mean you could also add it to Infrastructure, government, Manufacture, or any of the other choices. Indeed if you really WANT them build, you can add it to all options, ensuring they'll be build whenever available...
As to where you insert it, the last column already contains some values added to certain parameters, simply enter the OffSensr += 100 within the "..."
If there's only one value there at the moment, you have to add the quotation marks....
Blaze
07-11-2003, 01:39 PM
Originally posted by Ron_Lugge
Nope. Never heard of that.
sorry ron, I guess you didn't post in that thread. Anyways here's the link, troops don't help combat unrest link (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=303242&highlight=unrest)
synchro_w
07-12-2003, 11:49 AM
yet another question offtopic.
has anyone noticed when upgrading the ship design's engines from sub light to fusion that the engines have not upgraded. it says 'fusion' in the design but theb stats are for 133 [ie, sub light].
i was just wondering... is this yet ANOTHER bug? cos this is beginning to get old. really old. it's like the game is just falling apart even after the code patch. the longer you play it, the more you notice how bad it is.
i'm really upset about this. bug after bug after bug. it just keeps going on... i know this has been said so very many times before but... how did this game get released? [please... no answers.. just me sounding off].
i love moo3 but this is beginning to take the piXX. oh, i can get around this by just researching to the next level of engine but what if THEY don't upgrade either? i mean, am i like ly to be stuck at 133LY warp engine speed for the rest of the game? so, while the other empire ships are racing around my ships are crawling around like snails!
<just to clarify, i have edited the build queues to ensure that the latest ships were being built after the ship that's already being built... so, 1st ship in queue is half built so i leave it to be finishe so it'll have sub light engine, but i changed the next 2 in the list
so they'll have fusion engines... this gets my fleets filled with the faster engines quicker>
so, has anyone experienced this? possibly they have not noticed? i only noticed as i was going thru the fleet listings and noticed all my ships were obsolete. so, even tho i'd changed them to fusion, somehow they were still being detected as sub light and therefore obsolete.
i went into TF creation and noticed that my ships WERE still using the obsolete stats even tho they had just been built with fusion engines..
every one of my designs is most def up to date. this might explain my confusion with the ship design screen and saves. it seems like the ship design screen is unstable.
it might be an idea to keep an eye out for this kinda thing as it is quite easy to miss. this could also explain the confusing experiences ppl are having with ECM ECCM and sensors? if they change their designs but the previous design is still there - even tho it says otherwise! - then this wouldcreate conflicting reports.
whaddaya think?
thanks
das :confused:
Skymage
07-12-2003, 12:55 PM
I have not seen this. But, then again, I never upgrade my designs. I always design new.
SkyMage
Ranma Saotome
07-12-2003, 01:58 PM
yet another question offtopic.
has anyone noticed when upgrading the ship design's engines from sub light to fusion that the engines have not upgraded. it says 'fusion' in the design but theb stats are for 133 [ie, sub light].
i was just wondering... is this yet ANOTHER bug?
Well, I always redesign all my ships whenever I get a new engine type, and I have never had that problem. I make fresh new designs with the autobuild button, and then tweek from there.
i only noticed as i was going thru the fleet listings and noticed all my ships were obsolete. so, even tho i'd changed them to fusion, somehow they were still being detected as sub light and therefore obsolete.
This might sound like a stupid question, but are you sure you are hitting "confirm design" after updating your designs? Are you giving the new designs a new name so you can distinguish them in the list at the planet and task force assembly levels? I use a roman numeral in my ship and task force name so I can tell immediately what generation of ship is being built in the queues, and what I am moving around on the map. For example, "Ukyo IF II" would have sublight, and "Ukyo IF III" would have fusion.
it seems like the ship design screen is unstable.
Sorry, never had this problem. I know because whenever I have a mixed generation fleet and point to move it, I get a range of travel times. Is it possible your task forces are mixed generation? The button that automatically assembles task forces sometimes likes to mix in slower ships with the faster ones, a task force will only move at suplight speed even if the only sublight ship in it is a single escort or picket and all the others are fusion. Solution? Obsolete all of your sublight designs and make new designs for every kind of ship that you need, and make sure you build enough new escorts and pickets. There is nothing more anoying then waiting to build all those spiffy new expensive IF ships only to find you don't have enough pickets or escorts to form them into big nasty armadas.
Wandering Drake
07-12-2003, 02:22 PM
Well, there are fusion drive and fusion engine... one is for FTL travel, the other system speed.... are you certain you changed the FTL engine from sub light to fusion? I know I've confused FTL and tactical engine often enough...
synchro_w
07-12-2003, 05:50 PM
ohhh boy.
there is absolutely no doubt in my mind about this. i must have confirmed the design because, i have said, THERE IS FUSION WARP DRIVE in the description. so, if i hadn't pressed confirm design then it would be somethig strange that sub light had changed to fusion drive, because in the description it can be read...fusion drive...ie warp drive.
note; it is the warp drive. NOT the system drive.
as i have said the speed of the fusion engine is 168LY. system speed is entirely different and can be changed from 1 to whatever the max is ... btw, the system engine is hydrogen cells which is 2100.
so, not fusion system engine [if that exists] and the speed is in LY.
but thanks for pointing it out cos it's a mistake i could easily have done. ;)
to ensure some weird behaviour isn't going on with the save games, i shutdown, booted back up, restarted moo3 and checked my ship designs.
guess what? my warp engines are fusion... speed - acc. to the stats in the design screen - is 168LY. all my starships have fusion. this has been checked and over checked.
yet, when i go to TF creation, they are 133LY...ie, they are still sub light drives.
when i go to fleet screen they are all marked as obsolete <?!?!?> and have 133LY warp engine speed.
no mistaking this, guys... this is a bug. the upgrade has not kicked in.
but, and from what you guys have just told me this confirms it, i just moved up to battleship class. i create a new design for carrier, LR, SR and IF.
i built a few and THEIR speed is 168LY in TF screen and they're not obsolete in the fleet screen. so that seems the way to upgrade. do a rebuild.
mmm... at least i can get on with building fast ships to take on those whinging ithkul and silicoids!
so... looks like this might explain a few things for me.
if i only upgrade, SOME of the upgrades won't kick in. i say some because my changing weapons from rail to hellfire, etc seemed to work fine. but i've had this with engines. that's why i figured it was saved games initially. ;) ;)
buggeration!! why is it always e who stumbles upon these bugs!!
thanks
das
synchro_w
07-12-2003, 06:05 PM
Originally posted by Ranma Saotome
Is it possible your task forces are mixed generation? The button that automatically assembles task forces sometimes likes to mix in slower ships with the faster ones, a task force will only move at suplight speed even if the only sublight ship in it is a single escort or picket and all the others are fusion. Solution? Obsolete all of your sublight designs and make new designs for every kind of ship that you need, and make sure you build enough new escorts and pickets. There is nothing more anoying then waiting to build all those spiffy new expensive IF ships only to find you don't have enough pickets or escorts to form them into big nasty armadas.
i usually separate slower ship from faster as a TF can only ever travel as fast as its slowest ship. just one retro engine could slowdown a whole armada of fusion drive ships.
the same goes for system speed. SR ships have fast system speed, LR, IF and Carrier slow system speed. mixing them into the same TF would create the same problem as for above.
in fact, this was how i noticed the fusion drives weren't being used... the new ships had 133LY instead of 168.
then, as i said, i built new battleship designs and they all used the 168 LY speed of the fusion drive. the designs i 'updated' didn't adopt the changes.
Skymage
07-12-2003, 06:14 PM
buggeration!! why is it always e who stumbles upon these bugs!!
Because you do things differently then the rest of us ...... ;)
SkyMage
Ranma Saotome
07-12-2003, 08:16 PM
when i go to TF creation, they are 133LY...ie, they are still sub light drives. when i go to fleet screen they are all marked as obsolete <?!?!?> and have 133LY warp engine speed.
You do realize that updating the design just creates a new design, it doesn't actually cause your existing ships to be refitted, right?
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