View Issue Details

IDProjectCategoryLast Update
0000955AI War 1 / ClassicBug - OtherNov 1, 2010 2:18 pm
Reporterzebramatt Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.021 
Summary0000955: Liberated human colony ships not buildable
DescriptionI noticed a short time after the cpa should have arrived a human colony rebellion happened. Continued playing, liberated some extra planets, then finally the colony. After doing so I wasn't able to build any ships. I've included 3 saves from this game. One from before the CPA, one after when I noticed the issue, and a final save with the strangeness concerning the rebelling human colony. The human colony is located on Aurevges (you can see that in the final save).
TagsNo tags attached.
Internal Weight

Relationships

related to 0000928 resolvedChris_McElligottPark Cross planet attack never occurs (threat level remains). [also: liberated human colony ships not buildable, see report 955] 

Activities

zebramatt

Oct 29, 2010 7:56 am

reporter  

weird.sav (278,417 bytes)

zebramatt

Oct 29, 2010 8:00 am

reporter   ~0002325

I can confirm that once a Rebel Human Colony is under one's control, the build menu remains redded out and all ships thereof, unselectable.

Collic

Oct 29, 2010 11:18 am

reporter   ~0002332

Thanks for separating this out. The other bug isn't reproducible, so I think it will likely remain one of those mysteries.

Chris_McElligottPark

Oct 29, 2010 11:56 am

administrator   ~0002333

Keith, what we really need to do with this is make the rebel human colonies have foldouts for all the human players when it's under their control, and those foldouts die when the rebel human colony is no longer under their control. Then these can be proper build queues, rather than Trader-style direct placement. We can reuse that logic for some ships in LotS, actually.

keith.lamothe

Oct 29, 2010 11:58 am

administrator   ~0002334

Makes a lot of sense, yea. I'm really slammed right now, though, so it will be a bit before I can pitch in on this.

keith.lamothe

Nov 1, 2010 2:18 pm

administrator   ~0002468

Ok, got it. Basically I had fixed this bug for the zenith trader but not extended the logic to other minor-faction-merchant types (I think this is actually the only one right now).

Now it will use the minor-faction-merchant logic for any ship type that can possibly be a minor faction and has a buy menu. These are probably the only two right now.

Issue History

Date Modified Username Field Change
Oct 29, 2010 7:55 am zebramatt New Issue
Oct 29, 2010 7:55 am zebramatt Issue generated from: 0000928
Oct 29, 2010 7:56 am zebramatt File Added: weird.sav
Oct 29, 2010 7:58 am zebramatt Relationship added related to 0000928
Oct 29, 2010 8:00 am zebramatt Note Added: 0002325
Oct 29, 2010 11:18 am Collic Note Added: 0002332
Oct 29, 2010 11:56 am Chris_McElligottPark Note Added: 0002333
Oct 29, 2010 11:56 am Chris_McElligottPark Assigned To => keith.lamothe
Oct 29, 2010 11:56 am Chris_McElligottPark Status new => confirmed
Oct 29, 2010 11:58 am keith.lamothe Note Added: 0002334
Nov 1, 2010 2:18 pm keith.lamothe Note Added: 0002468
Nov 1, 2010 2:18 pm keith.lamothe Status confirmed => resolved
Nov 1, 2010 2:18 pm keith.lamothe Resolution open => fixed