I can confirm this is now fixed in version 1.43, thank you.
Suzarr
The Vasari Pulse Gun Defense static structure currently has a "virtual_supply_cost" of 50 (equivalent to the threat level of a capital ship). I believe this to be a bug, as all similar static defense structures (including the low- and high-pierce turrets as well as hangars) for all races are valued at 10. Background info for any uninitiated readers: all ships or structures either have an actual supply cost (ships), or a virtual one (strike craft, starbases, structures, or temporary sp
You may need to update your SolarForge. There are new(er) parameters in the top-left box (near the planet counts) which include "ArePlayerSlotsRandomized". Specify the OwnerPlayerIndex and set that parameter to false, and it should work now.
Yeah I never meant it to be interpreted as a specific dependency, it is almost certainly due to the ability being in the second slot, behind another one that the ship wants to cast but finds no valid targets.
[quote who="DM|Hachbubuch3507" reply="7" id="3947823"] I know it does not stack, but as soon as it expires, Hoshikos do not renew it if the ship is crippled. [/quote] Interesting, I haven't noticed that one with any of the healer-type ships. I'll have to keep an eye out myself.
[quote who="DM|Hachbubuch3507" reply="5" id="3947811"] I've also noticed (a few patches ago) that Hoshikos try to ignore repairing crippled capital ships in battle, focusing on repairing other ships. While it is a tactically right approach to, instead of trying to save a ship which can no longer impact the battle, keep the rest of the fleet alive, strategically I don't want to completely lose the capital ship, even if its preservation comes at a cost of slightly decreased combat effectiv
I've sent you a Google Drive link with the save file via direct message. Upon loading, you should find my fleet (cyan) in combat with a vasari fleet (blue). The battle is already somewhat in progress, so we have multiple capital ships with armor damage within range of mend's autocast conditions, and shortly after loading, at least one will take severe hull damage. Without manual intervention, the 25 guardian cruisers will happily allow that "high-priority target" to drop to near death without
[quote]Bug (Maybe): Most of the time when I select a unit (any movable unit) and do the right click to execute a move command on a location it simply won't work, like there is no right click or camera rotates for no reason (It's not a mouse issue cuz I've tested 3 different atm and issue still present), next I need to left click on space ( nothing ) to de-select the unit, then select again and execute command to make it work. [/quote] I'd suggest going into your game settin
Hi Ramma, Would love to upload a save file, but I am not seeing an obvious way to do so on this forum. I see an option to upload an "image"... tried using that route to upload the file as if I were pretending it was an image, and it spun for 10 minutes and doesn't seem to be accepting it. Do you have any preferred way to accept 17.6 MB save file uploads? Like an email or a google drive link or something? Or am I just not seeing the option in this interface?
The Advent Iconus Guardian's ability "Mend" will not autocast during combat, even with obvious high-priority damaged targets in range, unless the ship simultaneously casts "Shield Projection". It does seem to be able to autocast Mend outside of combat without issue. In combat, there seems to be some sort of restriction on these cruisers that is preventing them from casting their second-slot ability unless it is also casting the ability in the first slot at the same time. Almo
Was playing a 2v2v2 teams game with AIs. My AI teammate (Vasari Exodus) had lost its original capital, but was still doing just fine going mobile, as intended. He had a fleet over 2000 supply, was pushing into an enemy territory and eating planets. Then, suddenly, I was informed that my ally had been killed. Except, he wasn't even in combat. His whole fleet was intact, including his titan. I inspected the titan and found that the AI had voluntarily removed the "mobile
I should note that I did not notice this culture spread "reflection" effect anywhere other than at the source planet in my testing, but it could be that the values got small enough in this case to remain within rounding error elsewhere.
I also ran a test with the TEC (still in the test build) to make sure the issue wasn't exclusive to Advent, and found a deeper issue that feels like another bug. Culture push is being "reflected" back to the source planets from neighboring planets. (My expectation was that culture spread is calculated only from the sources, and not indiscriminately from all planets under cultural influence, as that could get messy and blow up real fast. If this is actually the intention then
Hi Ramma, I loaded up a new game with the test build, and unfortunately that did not address this particular issue. I've attached some screenshots here, taken after the relevant research has been completed. It does seem like the tech is taking effect under the hood, as the culture rates went up as expected, but the tooltip still shows -200% when it should be -150%. <img src="https://cdn.stardock.us/forums/37/25/3725237/c7c153e0-1366-4105-9b11-fdde746a66ec.jpg" alt="tech tree view" wid
In the Culture tooltip on planets, the "Cultural Decay" is always displayed as -200%, regardless of your research that should be reducing it. Uncertain if this is a mechanical issue with the tech not working, or just a display error.