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Two bugs I noticed about the Advent Rebels. Make that three.

By on April 18, 2012 9:03:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Pat_22_

Join Date 06/2011
+4

First, this is the more important one: Now that Return of the Fallen and Reanimation are working, I'm having fun with them. However, I think there may be a bug with Return of the Fallen with fleet supply.

 

Without building any additionnal ships, my fleet supply went from 0 to -24 from ressurected illuminators. One would think that the dying illuminator would give me 6 supply, and then the reanimated illuminator would take that 6 supply, but it seems that I instead drop to negatives. This is troublesome because it consumes my fleet supply for dead ships. Each ressurected illuminator is costing me 12 supply instead of 6.

Edit: Nevermind, seems it was the reanimated pirate heavy cruisers that consumed my fleet supply, I think... maybe just double check to make sure...

 

The second is a graphics bug on the Eradica, on the front hull, left side..Eradica graphics bug.

 

 

Third - Iconus Guardians now seem to use Shield Projection at any time, even when out of combat and just sitting about idly in space.

This is kind of important because I'd like my guardians to actually have availabel antimatter when I actually do get into combat to deploy shields when it matters.

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April 18, 2012 9:06:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Without building any additionnal ships, my fleet supply went from 0 to -24 from ressurected illuminators. One would think that the dying illuminator would give me 6 supply, and then the reanimated illuminator would take that 6 supply, but it seems that I instead drop to negatives. This is troublesome because it consumes my fleet supply for dead ships. Each ressurected illuminator is costing me 12 supply instead of 6.

Did this only happen with illuminators? I wonder if RotF works on the illusion ship the Illuminator produces. If your illums were using that, the copy gets destroyed and RotF activates giving you a genuine Illuminator at your home world, which uses six fleet supply instead of 0 of the destroyed illusion vessel.

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April 18, 2012 9:10:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I've only had illuminators respawn at my homeworld, along with pirate ships, so it's gotta be one of the two.

 

Well, so far anyways.

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April 18, 2012 9:28:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

CONFIRMATION:

 

I was sending illuminator illusions against mines to clear out the pirate base and an illuminator ressurected at my homeworld.

 

Yup I had all my illums activate their illusions and as they all died, I got a bunch of free illuminators at my homeworld. Thanks for the ability to mass produce free illuminators!

 

Also, I think the Talion Savior I used to build a star base ressurected at my homeworld. Thanks for the free Talion, they are quite expensive.

 

 

 

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April 18, 2012 9:44:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

wow, ok, now thats a bug..

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April 18, 2012 9:53:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yup, but as cool as it sounds I do want it fixed.

 

1- because it's unfair

 

2- but really because it uses up my fleet capacity and I might have wanted to build another kind of ship, and flying a bunch of illuminators from my homeworld to my front line takes time and bleeeeeh.

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April 18, 2012 10:08:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

attention

 

...better?

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April 18, 2012 10:12:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yuss!

 

Seriously, sorry. I have not spent much time on these forums, I don't know how things work around here.

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April 18, 2012 10:40:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I've now reanimated a Sova's missile battery and it's sticking around for ten minutes.

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April 18, 2012 10:42:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

well, I'm more used to going back and forth on forums over the course of a few days, hours at the earliest.

This new-fangled updates every minute stuff is ridiculous.

Quoting Pat_22_,
I've now reanimated a Sova's missile battery and it's sticking around for ten minutes.

ok... do those count as frigates? let me go check. yes, they are. so, that's not an issue. what's the timer on reanimation? checking... 5 minutes... ok, you're sure its lasted 10?

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April 18, 2012 10:46:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SithLordAJ,
ok... do those count as frigates?

Yup. The more interesting thing would be if it was destroyed and Return of the Fallen got activated on it. Do destroyed ships jump to your homeworld when they spawn like pirates/returning armada, or do they just spawn randomly in the gravitywell?

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April 18, 2012 10:48:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SithLordAJ,
ok... do those count as frigates? let me go check. yes, they are. so, that's not an issue. what's the timer on reanimation? checking... 5 minutes... ok, you're sure its lasted 10?

 

At 2/2 the clone duration is 600 seconds, or 10 minutes, unless my math is absolutely atrocious, which is a possibility.

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April 18, 2012 10:51:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
Quoting SithLordAJ, reply 9ok... do those count as frigates?

Yup. The more interesting thing would be if it was destroyed and Return of the Fallen got activated on it. Do destroyed ships jump to your homeworld when they spawn like pirates/returning armada, or do they just spawn randomly in the gravitywell?

 

I don't know, it seems some respawn at my homeworld and others in the gravity well where they were destroyed.

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April 18, 2012 10:55:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Pat_22_,
I don't know, it seems some respawn at my homeworld and others in the gravity well where they were destroyed.

Enemy frigates brought back by reanimation should appear in the gravity well where they were destroyed, friendlies brought back by return of the fallen should go to your home world. I don't think your ships should be revived at the gravity well they were destroyed at, but there is currently a "bug" where enemy ships that first get reanimated can then be under the affect of Return of the Fallen, so you get it permanently revived at your homeworld.

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April 18, 2012 11:01:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That would explain the pirates chillin about my homeworld.

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April 19, 2012 12:43:31 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Either that or they signed up for a chance at the Advent 'booty'

Quoting Pat_22_,

At 2/2 the clone duration is 600 seconds, or 10 minutes, unless my math is absolutely atrocious, which is a possibility.

I looked at the files and forgot its 2/2 instead of 1 stack.

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