Do you have a save game of the ships jumping to that planet with the subsequent shots causing the minidump? If so, please send them in.
Steve Mackay
Are the fleets jumping towards or away from the planet being targeted by the Kostura, or are they jumping somewhere else entirely? Do these fleets belong to the player owning the Kostura, a player that is allied to the Kostura owner, or hostile to the Kostura owner?
Thanks for pointing this out, it will be fixed in the next patch.
Terraziel guessed correctly that it was an unintentional side effect of the starbase being created by an ability. The deployment cost will be properly included in its refund value in the next patch.
Advent constructor ships already have an ability that allows for something like this once it is researched.
This issue will be resolved in the next patch, however the date of release for this patch is still undetermined.
Hi Mutio, Please send a saved game file from that game to [email protected] and I'll have a look.
There is no differentiation in the code between different types of phase stabilizer nodes or between inbound and outbound travel to and from them. What may be happening is the ability's duration expiring and the ability still being in cooldown when you are attempting to depart from the gravity well.
[quote who="gotyaoi" reply="4" id="2081029"]One more thing though. This behaviour doesn't always happen. ie: The mines don't always lock on and follow things. I had a cap ship in a well, and tried to do some old school mine clearing. Flew the cap right through the middle of the minefield, not a single one locked on. Had the cap move to a mine. Still didn't lock on. Finally another cap flew by on unrelated business. LOCK ON! Blew away shields and some health.[/quote]
Mine detection ability ranges and scout weapon ranges are being increased in the next patch to address this issue. Mines are visible but in Phase Space until they are detected by scouts.
We have tracked down the cause of the problem and will have the fix included in the next patch, which we expect to have out shortly. The problem affects the other races' equivalent star base upgrades as well, so no need to spend upgrade slots on them in the meantime either.
The change to ANTIMODULE damage modifiers vs. other armor types was primarily made to make the first level of weapons upgrades for the Orkulus more than 1% effective against enemy ships.
Assault Specialization does inflict damage to Star bases, although you are misinterpreting the value as DPS when it is additional flat damage on its normal attacks with Phase Missiles (i.e. not Phase Missile Swarm or its other weapons)
please send us the minidump (and save game if possible) via support[at]ironcladgames.com
Subversion is one of the abilities on the Vasari Antorak Marauder capital ships
They are exempt from the bonus since they are no longer a child of their parent carrier/hangar platform when they are converted into a mine from a fighter and Concentration Aura affects the child fighters indirectly via their parent.
Ron is correct, this crash was originally reported for repair on repair structures a while ago. It has also been fixed in our internal builds and will be included in the next patch.
We were able to reproduce this bug and have since fixed it. The fix will be included in the next Entrenchment patch.
Did you make this custom map using the in game Map Designer or using Galaxy Forge?
We have attempted to reproduce the behavior you described, and in our beta 2 build vasari mines do not activate (i.e. be able to detonate on hostile targets) until after their 30 second activation delay has elapsed. Please send a recorded game file showing mines detonating prematurely.
To answer some of the questions that have come up about the new patch: 1) Destabilizing Phase Lanes - All starbases have it by default, no upgrade is required. - The damage dealt is proportional to remaining hull points - Antimatter lost is a percentage of remaining antimatter (though that percentage is currently 100%) 2) New multiple targets per bank system - Annatar and Tridus have the right idea on how its going to work: each target up to the bank's t
We changed the button order to increase consistency between starbases and planets/factories for building frigates and cruisers. Since the bottom left most button is always attack for objects with weapons, it made sense remap build capital ships to that slot since starbases have weapons but are unable to build capital ships.
Thanks for finding this one, it has now been fixed in our internal builds and will likely be included in the next release.
Thanks for pointing this out, the typo in the research entity file that was causing this has been fixed.
As a design decision we chose to make all 'bonuses' that had significant negative effects revealed by default, so players aren't spending resources to be penalized when the bonus the search revealed turns out to be harmful. It's already enough of a gamble to search for bonuses and risk not finding any. We also made all gravity well radius altering bonuses revealed by default so that all players are equally affected by them. This is easily plausible from an in game persp