Phase Stabiliser issue

It happens. Your Eastern Front is under heavy attack. Your Main fleet is on the Western Front about to make a new conquest. So you wait until the planet is Locked Down, build a Phase Stabiliser and get the hell out of Dodge.

 

Problem though: After the Stabiliser is built, it doesnt seem to work. Did someone forget to put in the batteries? Have the fabricators tried turning it off then on again?

 

Whatever the case I dont understand why when my stabiliser is built, why I cant use it for some length of time. It has nothing to do with the Phase Stabiliser on the East Front: Its not being disabled, its not even being attacked.

5,525 views 6 replies
Reply #1 Top

I found this same thing a few weeks ago in 1.05.

I was trying to knock out two AIs with RA by hopping around behind enemy lines, capturing planets as I went. However I needed to be able to have my fleet(s) return to a choke point when needed to protect my empire from the same. Once the stabaliser was built on the newly colonised planet, I would click to tell Sins to "move the fleet to the choke point planet from the new one" and it did move there, but it didn't phase jump - it tried to planet hop...

Reply #2 Top

So this is a bug?

Reply #3 Top

Once the stabaliser was built on the newly colonised planet, I would click to tell Sins to "move the fleet to the choke point planet from the new one" and it did move there, but it didn't phase jump - it tried to planet hop...
End of quote

The key is the "newly colonized planet". For some reason, phase stabs take a while to become functional on new colonies. I did a bunch of testing on this with another guy on the forums a while back. All your older phase stabs should work just fine, but it takes several minutes for the new colony stab to register.

If I remember correctly, if you let time pass and then you build a phase stab on the new colony, it will work right away. But if you build it right away, the same amount of time will need to pass before it starts working.

So I don't think it's a problem with the phase stabs themselves, but how the game updates new colony status or something.

Reply #4 Top

.....Tried testing it with a colony Frigate? The Egg's colonize ability might be to blame somehow. Never know.

Reply #5 Top

The Stabiliziers are starting to load up Anti-Matter after they are built. I haven't watched closely, but I suspect they start to work after some Anti-Matter is filled up.

If you find out anything about it please post here, I am also very interested in that information.

Reply #6 Top

There is more to this bug.

Just now I had to move the bulk of my forces from a just-ravaged enemy planet (not yet colonized - deep behind the frontlines and used-to-be advent, so culture sayz fu...) to a planet of mine that became under wtfpwnageous attack. I have a colonized afteroid near my forces, in the opposite direction from the target planet however.
Here are the details:

Planet X - my forces are here, it is neutral, no structures or enemy forces.

Asteroid Y - recently taken, has phase stabiliser built a few minutes ago.

Planet Z - my planet under attack - it has a phase stabiliser BUT IS NOW NEUTRAL, cause 3 AIs decided to stomp it at once.

I order my Anatorak Marauder flagship level 10, located in planet X's gravwell, to use its Stabilise Phase Space. When the stabiliser node is up and running I tell my fleet to jump to planet Z and wipe the aggressors.
You'll say - not gonna work, cause planet Z is not yours anymore.
Or you'll say - not gonna work, cause the Y's phase stabiliser is too fresh to work.
I say - wrong. Here is what happens:

My forces conveniently positioned for a jump to planet Z turn around and head all the way to the other end of X's gravity well to attempt to jump to Asteroid Y, from where they have a queued jump to planet Z.

So, the fleet is okay with the fact that they're jumping to a phase stabiliser that is not in my territory anymore, okay with the thought of using a phase stabiliser that has just been placed there, but won't accept a phase stabiliser node made with the Marauder's ability.

...

I don't get it. I've had this problem many times in every direction - from a newly built phase stabiliser not willing to work (though just as often the stabiliser works fine from the first seconds) to an age-old (12 hours functioning time!) phase stabiliser refusing to allow incoming forces, forcing them to jump to a nearby planet and then to it (it has never become under attack by any means, functions perfectly).

I expected the game disallowed jumps that would make my forces fly through a gravity well of some third object, but it doesn't seem to be the case as I've just recently managed to phase-jump my forces *through a star*.

This bug is driving me mAdD!1. I am currently in my 14th hour of a me-vs-9-AIs skirmish game on a Huge-Random map. Somehow all the AIs that are not allied with me (3 are dead, 1 ally => 5 of them) decided that it would be cool to gangbang me, so they are all attacking me (exclusively) every 30 seconds from every possible wormhole. Without a functioning phase stabiliser network I can not survive such an onslaught. None of the enemy fleets alone is a match for my armada, but I cannot share my forces bacause those 5 AIs have well over 2x more ships than I do, every pesky kind of it.

Argh..