Jump to content


The Disappearing Colony Ship


72 replies to this topic

#1 NeilGartner

    Veteran

  • Members
  • PipPipPip
  • 121 posts

Posted 24 October 2006 - 02:40 PM

I got my turn result back and I discovered a 835,000 ton Largo Colonial Transport that I assigned to have constructed for this turn has disappeared, along with the 50 Colony Berths and the 3350 MKII Fusion Engines being used to build it. What happened? B)

The only thing that might have caused this is that I changed the fleet name that the Colony ship was being assigned to. However, I thought it was okay because I did everything I the correct order or so I think. Now, I only want the parts I lost in the failed construction attempt.

I contacted Pete but I haven't gotten an answer back yet. Maybe he's busy or is working on it. I just what this problem corrected and make sure it doesn't happen again. Has this happened to anyone before? :blink:
NeilGartner

Libran Collective
#420

--------------------------------



KRYTEN: A superlative suggestion, sir, with just two minor flaws. One, we don't have any defensive shields, and two, we don't have any defensive shields. Now I realise that, technically speaking, that's only one flaw but I thought it was such a big one it was worth mentioning twice. Red Dwarf

Dominar Rygel XVI: I never run away. I... strategically maneuver. Farscape

#2 WKE235

    Elder

  • Members
  • PipPipPipPipPip
  • 1,045 posts

Posted 24 October 2006 - 06:14 PM

Have to ask the silly question .. did you check your shipyard queue? Perhaps construction did not finish due to (1) other ships in the way (ie .. not enough shipyard slips to handle all the ships ordered), or (2) not enough power to keep all the shipyards running (ie .. not enough power for all the shipyards).

#3 EEOC

    Member

  • Members
  • PipPip
  • 62 posts

Posted 24 October 2006 - 06:46 PM

Also if you have no slips it disapears until you build a shipyard slip.

#4 Krysia's Krusader

    Veteran

  • Members
  • PipPipPip
  • 174 posts
  • Location:Montreal, Canada
  • Interests:Military History, Strategy Games

Posted 24 October 2006 - 07:38 PM

Yep.
That I can attest to.
I have a (perhaps nasty) habbit of, continually dsimantling / constructing shipyard slips. I just can't stand seeing the construction materials tied up in these things, doing nothing if I don't need them for a cycle. Or if I want to put what I have on hold, for whatever reasons, I'll play with the shipyards, themselves, too (which runs the risks of screwing my power allocations, which in turn can wreck my production cycle - but thats another story...).
Jagdpanther V
The outstanding firepower of the 8.8 cm L/71 gun, excellent mobility and low elegant silhouette, made the Jagdpanther a formidable opponent when correctly employed. Overall, the Jagdpanther V was probably the best tank destroyer produced during World War II

----------------------------
Victory! 74 Saudi Arabia

#5 NeilGartner

    Veteran

  • Members
  • PipPipPip
  • 121 posts

Posted 24 October 2006 - 07:44 PM

WKE235, on Oct 24 2006, 09:14 PM, said:

Have to ask the silly question .. did you check your shipyard queue?  Perhaps construction did not finish due to (1) other ships in the way (ie .. not enough shipyard slips to handle all the ships ordered), or (2) not enough power to keep all the shipyards running (ie .. not enough power for all the shipyards).

<{POST_SNAPBACK}>



Okay, at times like this I wish i had an experienced player living next door or within phoning distance. I found this on my turn sheet but I couldn't understand how the Colony ship III was 51 on the building order considering I built 24 Bricks, 23 Vigant Alpha's, 2 Frontier's and the single Colony Ship III (adds to 50). The total tonnaged was way under the 3 million limit for my shipyards and I had 50 Slips.

Shipyard Report
Margelain - Population Group ID 205 - Shipyard Slips: 50 - Output 3,000,000 - Scrap?
51 - Colony Ship III class Large Colonial Transport - 0 / 835,000 - Assign to Fleet 1001


Then I looked at my last turn before this one and noticed I went over the limited and had one more ship (a simple gnat) on the way. This probably did it.

So the mystery is solved and I feel like an idiot for not figuring this out for myself. B)

Thanks for cluing me in. :blink:
NeilGartner

Libran Collective
#420

--------------------------------



KRYTEN: A superlative suggestion, sir, with just two minor flaws. One, we don't have any defensive shields, and two, we don't have any defensive shields. Now I realise that, technically speaking, that's only one flaw but I thought it was such a big one it was worth mentioning twice. Red Dwarf

Dominar Rygel XVI: I never run away. I... strategically maneuver. Farscape

#6 Krysia's Krusader

    Veteran

  • Members
  • PipPipPip
  • 174 posts
  • Location:Montreal, Canada
  • Interests:Military History, Strategy Games

Posted 24 October 2006 - 07:51 PM

Woah!

50x Shipyard Slips, and 300x Shipyards, plus the power plants to run them!
B)

Lucky you, to have such a strong position, in order to produce such naval capacity!
Jagdpanther V
The outstanding firepower of the 8.8 cm L/71 gun, excellent mobility and low elegant silhouette, made the Jagdpanther a formidable opponent when correctly employed. Overall, the Jagdpanther V was probably the best tank destroyer produced during World War II

----------------------------
Victory! 74 Saudi Arabia

#7 ali-t-akua

    Elder

  • Members
  • PipPipPipPipPip
  • 1,661 posts

Posted 24 October 2006 - 08:04 PM

Krysia's Krusader, on Oct 24 2006, 06:51 PM, said:

Woah!

50x Shipyard Slips, and 300x Shipyards, plus the power plants to run them!
B)

Lucky you, to have such a strong position, in order to produce such naval capacity!

<{POST_SNAPBACK}>



Krysia, at some point you will find that power and Construction Materials are not a significant limitation. I have found this to be true once I could build Improved Stripmines, Improved Industrial Complexes and Fusion Power Plants (only requires 100 water).
Ali-t, the akua of
The Skyron Confederation#3857

Aloha

Currently at peace

#8 Mechanica

    Veteran

  • Members
  • PipPipPip
  • 131 posts

Posted 25 October 2006 - 04:35 AM

Or having a 485 Hydro rating on the HW and 343 on the prime colony site.

Just finished research into advanced timber and will be able to construct 7 Deep Core Surveryors next turn.

Life be gooooood :thumbsup:

#9 EEOC

    Member

  • Members
  • PipPip
  • 62 posts

Posted 26 October 2006 - 05:36 AM

Or have a 19235 Hydro on the home world. Of course that is a different story. We're a land of massive rivers that flow both uphill and down hill (using the right of way)

#10 WKE235

    Elder

  • Members
  • PipPipPipPipPip
  • 1,045 posts

Posted 26 October 2006 - 06:13 PM

EEOC, on Oct 26 2006, 12:36 PM, said:

Or have a 19235 Hydro on the home world. Of course that is a different story. We're a land of massive rivers that flow both uphill and down hill (using the right of way)

<{POST_SNAPBACK}>



Are you one of those nasty, evil, low down, no good varmints which took advantage of a bug in how ICE-1 and ICE-2 worked to giver yourself a huge advantage over others? :thumbsup:

#11 Clan Elder 'Keen

    Veteran

  • Members
  • PipPipPip
  • 356 posts

Posted 27 October 2006 - 08:13 PM

WKE235, on Oct 26 2006, 09:13 PM, said:

EEOC, on Oct 26 2006, 12:36 PM, said:

Or have a 19235 Hydro on the home world. Of course that is a different story. We're a land of massive rivers that flow both uphill and down hill (using the right of way)

<{POST_SNAPBACK}>



Are you one of those nasty, evil, low down, no good varmints which took advantage of a bug in how ICE-1 and ICE-2 worked to giver yourself a huge advantage over others? :thumbsup:

<{POST_SNAPBACK}>





An unfortunate way to skew game balance.

#12 sir smeg

    Veteran

  • Members
  • PipPipPip
  • 108 posts
  • Location:Darwin, Australia

Posted 28 October 2006 - 05:17 AM

I am curious about this bug for ICE-1 and ICE-2, my understanding of the assorted ICE-? was that you had a random chance that a resource would either increase or decrese, with the more advanced versions being more realible. So how can something like this have a bug. :wub:

Sir Smeg :thumbsup:
Silan Imperium #185

"There is no Fermi Paradox! Any time space faring aliens make it to earth, the cows get them!"
Freefall

#13 Locklyn

    Elder

  • Members
  • PipPipPipPipPip
  • 1,077 posts
  • Gender:Male
  • Location:Sweden, Umeå
  • Interests:Gaming Duh! :) Women (make that Woman now a days) Eating well and drinking better. Enjoying life enough to forget what I do for a living (ER Nurse)

Posted 28 October 2006 - 08:52 AM

I'm sorry....WHAT!? If there has been a bug in the ICE tech so that some players have been able to use it get extremely high values then of course that is something Pete should have acted on as it seriously affects production capacities and thus balance and Pete should correct those values back to base. Pete has been alerted to some other balance issues in the past as with the DCS but I've not really seen any action on it? Pete?

/Locklyn
Vi Veri Veniversum Vivus Vici
Emperor of the Genesian Gremloid Technocracy
Currently At War With:

The Hellenic League (Defeated)
The Sholfaran Confederacy (Defeated)
The Neeve Dynasty (Defeated)
The SFI (Defeated)
The Symbiots (Defeated)
The Rekalia Domain (Defeated)
The Republic of Jemp (Defeated)
The House Atreides (Defeated)
The Underdeep (WAR!)
All Phoenix Arisen Empires (WAR!)
The Raven Empire (Defeated)
All incarnations of MMB (Spawns By The Minute)

#14 Prospective

    Veteran

  • Members
  • PipPipPip
  • 420 posts

Posted 28 October 2006 - 11:00 AM

Wow, if that is true then I second Locklyn. Pete should look into this and if there truly is a bug that is allowing values like 19235 to develop as a result of a bug, then it should be corrected (and in a retroactive manner if someone developed values of 19235 in something like Iron or Lumber or Crystals through an ICE bug).

My guess however is that what EEOC meant was that each of his hydroelectric plants is puting out 19235 power (not an unreasonable number), but I would appreciate it if we heard some reassurance from Pete on this subject.

#15 WKE235

    Elder

  • Members
  • PipPipPipPipPip
  • 1,045 posts

Posted 28 October 2006 - 12:58 PM

Prospective, on Oct 28 2006, 06:00 PM, said:

Wow, if that is true then I second Locklyn.  Pete should look into this and if there truly is a bug that is allowing values like 19235 to develop as a result of a bug, then it should be corrected (and in a retroactive manner if someone developed values of 19235 in something like Iron or Lumber or Crystals through an ICE bug). 

My guess however is that what EEOC meant was that each of his hydroelectric plants is puting out 19235 power (not an unreasonable number), but I would appreciate it if we heard some reassurance from Pete on this subject.

<{POST_SNAPBACK}>



I take it to mean his hydro rating is 19,235. There are several players going about claiming to have gotten resource ratings in the 10K+ range using ICE. If there was one or two people claiming this, I'd put it off as pure jawboning for game play purposes. But the number of claims of reaching such levels is getting to be troubling.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users