Trade Ship bug?

I was playing around with the tech tree and was checking out resource extraction (I think that's what it's called) where the trade ships are shut down and trade posts are converted to increasing resource extraction.  I set all trade posts to auto-use the ability and sure enough all my trade ships stopped.  After turning off auto-use and setting my trade posts back to trade mode, none of my trade ships would move again!  I had to scuttle all of them before new ones would start running again.  Please tell me this is not the way it is supposed to work.

2,156 views 9 replies
Reply #1 Top

Sounds like you were playing the Advent?

Reply #2 Top

i may play as advent tonight and see if it happens to me

Reply #3 Top

We can scuttle trade ships?  I never even knew that.

 

Hey I got a question too. When privateering the enemy trade ships, does our trade income in the credit screen increase? I haven't ever seen it go up. I think I have noticed it go down if i'm getting privateered a lot but not the opposite.

Same with stealing resources with the carrier.

Reply #4 Top

As far as I know, destroying enemy tradeships just adds to your credits. You don't see a cr/sec increase, you just get them.

Sova's Embargo should only steal from planet production (taxes + mines). It stops trade ships from jumping out, but doesn't look like it steals from the trade ports themselves unless in the actual code they are included in planet production.

Reply #5 Top

Yeah for the carrier I meant the taxes and mining.

 

Hey do you know how much you get for each trade ship?

Reply #6 Top

Just as an FYI, I am still playing version 1.05.  Maybe it is fixed in 1.11.

 

Oh, by the way, I remember reading somewhere about how SOASE calculates the longest trade route.  Does anybody have a link to any sites that do a good job of explaining that?

Reply #7 Top

I've wondered the same thing. Sometimes I notice the longest trade route isn't the longest at all lol.

Reply #8 Top

It will be changed in Entrenchment anyway. I asked Blair to explain the calculations when the patch was still in beta testing, but he just said there was no point since it's changing. Right now it doesn't always pick the optimal line. It does correctly on the number of jumps, but if you have 2 ways to get to the final destination (picture 5 planets, A-B<(C+D)>E where B has lanes to C and D, which then both have a lane to E) it can pick either route, even if one of those branched planets doesn't have any trade ports on it.

Reply #9 Top

To answer your question OP, that's never happened to me so I don't think it's normal.  When I switch my buildings to trader mode, the little trader ships start moving again.  Don't know why yours stopped, but it seems like there are a handful of random bugs out there.  You can try sending in a savegame and maybe the devs can iron it out.

 

the "longest trade route isn't really the longest" is another problem. Don't know how that's supposed to be calculated... but it often gets borked. and it's not clear what planetary bodies will break the line.  I've had dead uncolonizable astroids break my trade line, frustratingly...