Identical ships, this lasted over multiple turns. The five ships showing 0 shields where built together then sent down and combined with the two that are showing shields. Pulling a couple of ships out of the fleet and then combining them together again cleared it up.
Did try combining another fleet of five (though with only a single ship) later and shields where normal.
Ship shields [build 2015-07-09.c09762a]
Moderator: Oberlus
Re: Ship shields [build 2015-07-09.c09762a]
If you can repeat it, can you check if just closing and reopening that FleetWindow would fix it -- the FleetWindow does not necessarliy refresh itself from turn to turn, which is most clearly visible if you have a traveling fleet selected and then when it lands you try to split a ship out of it.
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Re: Ship shields [build 2015-07-09.c09762a]
Still shows up if I load the save then open the fleet window. Though is cleared the next turn from the save.Dilvish wrote:If you can repeat it, can you check if just closing and reopening that FleetWindow would fix it -- the FleetWindow does not necessarliy refresh itself from turn to turn, which is most clearly visible if you have a traveling fleet selected and then when it lands you try to split a ship out of it.
Re: Ship shields [build 2015-07-09.c09762a]
Also noticed in that the ship speed should be 300 not 320...
Re: Ship shields [build 2015-07-09.c09762a]
Are you sure that's not from Interstellar logistics, or Lighthouse?AndrewW wrote:Also noticed in that the ship speed should be 300 not 320...
Also, on the shields, if there were Molecular Clouds around that knocked down the shields of some of those ships, and then when they got out of the cloud they were in combat, that would delay their shields getting back up to normal.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0
Re: Ship shields [build 2015-07-09.c09762a]
That doesn't fit with:Dilvish wrote:Also, on the shields, if there were Molecular Clouds around that knocked down the shields of some of those ships, and then when they got out of the cloud they were in combat, that would delay their shields getting back up to normal.
...no?AndrewW wrote:Pulling a couple of ships out of the fleet and then combining them together again cleared it up.
Re: Ship shields [build 2015-07-09.c09762a]
Forgot about Interstellar Logistics that was it (no Lighthouses).Dilvish wrote:Are you sure that's not from Interstellar logistics, or Lighthouse?
This has been over multiple turns after they where combined, with no combat for that matter.Dilvish wrote:Also, on the shields, if there were Molecular Clouds around that knocked down the shields of some of those ships, and then when they got out of the cloud they were in combat, that would delay their shields getting back up to normal.
Re: Ship shields [build 2015-07-09.c09762a]
There's definitely something weird going on here.
All the ships got to where they are through the molecular cloud and thus lost their shields. I deliberately set them to passive last turn so they'd get shields back. Ampere and Wombat have been in the same fleet the whole time and are identical in design, one has regenerated shields, the other hasn't.Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Re: Ship shields [build 2015-07-09.c09762a]
Hmm, ok, I'll try setting up a test game where I can replicate and test this out.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0