Daybreak wrote: ↑Wed Jun 01, 2022 6:44 am
It happens - mine was worse, deciding to evacuate my home planet to spread around some population, forgetting that evacuation, drops production and research to zero, and then having to watch them grow back at 1 per turn
But wobbly's was a bug, yours was a "learn the hard way" issue.
The bug, by the way, renders my current choice of warship designs (with shields), a total crap because I now need more than double the PD power to counter fighters. So this makes fighters in general a great combat system, and anything with shields a liability. I'm quite disappointed, although I'm sure not as much as wobbly.
wobbly wrote: ↑Wed Jun 01, 2022 6:00 am
LR got a bit lucky there in that I got reamed by a bug in fighter combat. I'm going to have a hard time recovering from that. Doesn't help that I stuffed up the round after. Not sure what I did turn 52, clicked on the wrong fleet or missed a fleet in the list perhaps, was pretty unfocused.
Daybreak wrote: ↑Wed Jun 01, 2022 6:44 am
It happens - mine was worse, deciding to evacuate my home planet to spread around some population, forgetting that evacuation, drops production and research to zero, and then having to watch them grow back at 1 per turn
But wobbly's was a bug, yours was a "learn the hard way" issue.
The bug, by the way, renders my current choice of warship designs (with shields), a total crap because I now need more than double the PD power to counter fighters. So this makes fighters in general a great combat system, and anything with shields a liability. I'm quite disappointed, although I'm sure not as much as wobbly.
lol you say potatoe and I say potata- I thought he meant he got reamed by a monster (bug), not a bug in the combat.
Ok I need to understand this new situation -so ships with fighters are now better?
wobbly wrote: ↑Wed Jun 01, 2022 6:00 am
LR got a bit lucky there in that I got reamed by a bug in fighter combat. I'm going to have a hard time recovering from that. Doesn't help that I stuffed up the round after. Not sure what I did turn 52, clicked on the wrong fleet or missed a fleet in the list perhaps, was pretty unfocused.
Daybreak wrote: ↑Wed Jun 01, 2022 6:44 am
It happens - mine was worse, deciding to evacuate my home planet to spread around some population, forgetting that evacuation, drops production and research to zero, and then having to watch them grow back at 1 per turn
But wobbly's was a bug, yours was a "learn the hard way" issue.
The bug, by the way, renders my current choice of warship designs (with shields), a total crap because I now need more than double the PD power to counter fighters. So this makes fighters in general a great combat system, and anything with shields a liability. I'm quite disappointed, although I'm sure not as much as wobbly.
lol you say potatoe and I say potata- I thought he meant he got reamed by a monster (bug), not a bug in the combat.
Ok I need to understand this new situation -so ships with fighters are now better?
It's turned out to be a misunderstanding of the game rules rather then a bug. Turns out fighters can be hit multiple times in the same round, even though they can only take 1 pt of damage. This is different to ships which are no longer eligible as targets if their structure is reduced to 0.
wobbly wrote: ↑Wed Jun 01, 2022 2:42 pm
It's turned out to be a misunderstanding of the game rules rather then a bug. Turns out fighters can be hit multiple times in the same round, even though they can only take 1 pt of damage. This is different to ships which are no longer eligible as targets if their structure is reduced to 0.
Can ship with 1 structure got two hits in the same round?
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Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-03-15.b3de094.
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wobbly wrote: ↑Wed Jun 01, 2022 2:42 pm
It's turned out to be a misunderstanding of the game rules rather then a bug. Turns out fighters can be hit multiple times in the same round, even though they can only take 1 pt of damage. This is different to ships which are no longer eligible as targets if their structure is reduced to 0.
Can ship with 1 structure got two hits in the same round?
wobbly wrote: ↑Wed Jun 01, 2022 2:42 pm
It's turned out to be a misunderstanding of the game rules rather then a bug. Turns out fighters can be hit multiple times in the same round, even though they can only take 1 pt of damage. This is different to ships which are no longer eligible as targets if their structure is reduced to 0.
Can ship with 1 structure got two hits in the same round?
Yes.
Although not a bug, that does seem wrong, unless there is a much bigger problem with the alternative.
Ok actual bug this time. Had a pair of new minted interceptor carriers in a fleet, split the fleet in 2 and suddenly the hangers are empty. I'll see if they regen next turn. Mu Ursh pilots, laser fighters. Its not happening on a bomber. (turn 60)
wobbly wrote: ↑Wed Jun 01, 2022 8:49 pm
Ok actual bug this time. Had a pair of new minted interceptor carriers in a fleet, split the fleet in 2 and suddenly the hangers are empty. I'll see if they regen next turn. Mu Ursh pilots, laser fighters. Its not happening on a bomber. (turn 60)
Yeah I've got a problem here. Laser Interceptors are broken. I can reproduce in the single player. Build Eawax interceptor carriers. Research laser fighters, the turn I reach laser fighters all fighters vanish from the ship. Its probably the same for standard pilot races, I'll double check.
wobbly wrote: ↑Wed Jun 01, 2022 8:49 pm
Ok actual bug this time. Had a pair of new minted interceptor carriers in a fleet, split the fleet in 2 and suddenly the hangers are empty. I'll see if they regen next turn. Mu Ursh pilots, laser fighters. Its not happening on a bomber. (turn 60)
Yeah I've got a problem here. Laser Interceptors are broken. I can reproduce in the single player. Build Eawax interceptor carriers. Research laser fighters, the turn I reach laser fighters all fighters vanish from the ship. Its probably the same for standard pilot races, I'll double check.
Sounds like fatal error. Does this happen with all fighters or only Interceptors?
Gentoo Linux x64, gcc-11.2, boost-1.78.0
Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-03-15.b3de094.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm
wobbly wrote: ↑Wed Jun 01, 2022 8:49 pm
Ok actual bug this time. Had a pair of new minted interceptor carriers in a fleet, split the fleet in 2 and suddenly the hangers are empty. I'll see if they regen next turn. Mu Ursh pilots, laser fighters. Its not happening on a bomber. (turn 60)
Yeah I've got a problem here. Laser Interceptors are broken. I can reproduce in the single player. Build Eawax interceptor carriers. Research laser fighters, the turn I reach laser fighters all fighters vanish from the ship. Its probably the same for standard pilot races, I'll double check.
Sounds like fatal error. Does this happen with all fighters or only Interceptors?
My bombers seem fine. Bug is super weird, I tried with humans and reached plasma fighters with only 1 interceptor ship. No bug. As soon as I build a 2nd interceptor fleet....