View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001462 | AI War 1 / Classic | Bug - Other | Nov 18, 2010 8:53 pm | Dec 15, 2010 5:13 pm | |
Reporter | Malibu Stacey | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.037 | ||||
Fixed in Version | 4.051 | ||||
Summary | 0001462: Resistance Fighter/Bomber & Resistance Frigate need to be placed like structures | ||||
Description | The Rebelling Human Colony requires you to place each ship you want to build at it like the Command Station does for engineers etc rather than working like the space dock/starship constructor/advanced factory/fabricators where you can queue up to 50 for building. They can be placed to build anywhere the command station can normally build. This doesn't seem intentional as placing all 274 ships will take some time (and probably tank your economy while they all build) & in v3 it operated as the other ship building structures. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0001634 | resolved | Chris_McElligottPark | Rebel colony resistance ships will not build |
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I thought they were always that way? Even so being able to place all of them at once doesn't mean you should. but it's nice that you could place as many as you wanted if you had the economy to do so. I don't see a problem here unless you are suggesting that it would be nicer if they built from a queue like other constructors. I think they may be that way because they are an allied ship, you'll notice that you can't load them into transports for example. If they poped out of a structure you might run into issues of ownership in the coding but that's just a guess. |
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It's always been this way. In the future we intend to make these capturable and with "foldouts" for multiplayer, but that's not been the case yet (or ever before). |
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Would each player have their own cap of these then? Or would they still be considered a shared resource with them remaining as Allied ships once this change is made? |
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Each player always has their own cap of ships, it's not even possible for us to combine them. This would work like advanced factories do (with the foldouts). |
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gotcha, thats good to know. I hadn't thought there were separate caps because they were always Allied ships so that control was shared. (I've also never had a chance to test it in multiplayer before.) |
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Ah, yeah -- only the rebel human colony itself is Allied. The ships you create from it actually belong directly to you (unlike the resistance fighters that come from the Human Resistance Fighters minor faction, which don't come from any player's ship cap). This just refers to what is built via the Rebel Human Colonies. |
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I know they are different from the minor faction, I just remember hearing the reason why you couldn't load them into transports being because they had shared control as one of their traits. Though come to think of it when I zoomed out they always had my player color. Up close they look exactly like the Resistance Fighters, so I guess I forgot they belonged 100% to me, since I don't always play zoomed out enough to see the icons and I haven't played with them on for a long time. Incidentally, is there a way to give them player color markings somewhere on them? |
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or are there tiny color marks on them already? I really need to play with them again, though it might be nice to make them more noticeable if they are as small as I remember. |
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Hmm I could've sworn they worked like the Space Dock in v3. Maybe I'm remembering things wrongly though. |
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Updated to 4.041. They won't even build now. They just stay at "Health: 1(0)%". Engineers assisting with building doesn't make a difference. |
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Thanks! * The way that rebelling human colonies work has now been completely revamped in terms of what happens once you capture them: ** They now provide foldouts in multiplayer. ** They cannot be used to create ships while the minor faction still controls them (previously, when the rebel colony was in supply, they could). ** The ships they create are now created through a queue as you would expect, rather than through direct placement. ** The colonies are captured on planet ownership change, rather than continuing to belong to a minor faction. ** This fixes a number of prior bugs and logical issues with the rebelling human colonies: *** Previously, the colonies gave no economic benefit to players, despite claiming to, because they were controlled by a minor faction. **** Interestingly, no-one ever reported this one. *** Recently, it was impossible to build any ships using the colonies. |
Date Modified | Username | Field | Change |
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Nov 18, 2010 8:53 pm | Malibu Stacey | New Issue | |
Nov 18, 2010 9:18 pm | wyvern83 | Note Added: 0003931 | |
Nov 18, 2010 9:19 pm | wyvern83 | Note Edited: 0003931 | |
Nov 18, 2010 10:02 pm | Chris_McElligottPark | Note Added: 0003934 | |
Nov 18, 2010 10:02 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
Nov 18, 2010 10:02 pm | Chris_McElligottPark | Status | new => acknowledged |
Nov 18, 2010 10:14 pm | wyvern83 | Note Added: 0003940 | |
Nov 18, 2010 10:26 pm | Chris_McElligottPark | Note Added: 0003943 | |
Nov 18, 2010 10:46 pm | wyvern83 | Note Added: 0003949 | |
Nov 18, 2010 11:02 pm | Chris_McElligottPark | Note Added: 0003950 | |
Nov 18, 2010 11:30 pm | wyvern83 | Note Added: 0003958 | |
Nov 18, 2010 11:35 pm | wyvern83 | Note Added: 0003959 | |
Nov 19, 2010 3:13 pm | Malibu Stacey | Note Added: 0003994 | |
Nov 26, 2010 8:51 pm | Malibu Stacey | Note Added: 0004563 | |
Dec 15, 2010 4:46 pm | Chris_McElligottPark | Relationship added | related to 0001634 |
Dec 15, 2010 5:13 pm | Chris_McElligottPark | Note Added: 0006231 | |
Dec 15, 2010 5:13 pm | Chris_McElligottPark | Status | acknowledged => resolved |
Dec 15, 2010 5:13 pm | Chris_McElligottPark | Fixed in Version | => 4.051 |
Dec 15, 2010 5:13 pm | Chris_McElligottPark | Resolution | open => fixed |
Dec 15, 2010 5:13 pm | Chris_McElligottPark | Assigned To | keith.lamothe => Chris_McElligottPark |