1. It's a little hard to explain, but it seems that there's something wrong with the way the game interacts between RU mining and transferring and their AP requirements. Some examples:
- Sometimes my level 1 collectors will spend 100 AP mining 80 RUs. Also, it says I haven't got enough AP to mine if I have 20 AP left after I transfered 80 RU to a carrier in the same turn.
- When I try to transfer resources from a collector, it often gives a cap that is less than I can actually transfer, which means I have to make several transfers in a turn to get it all done.
You'll have to play with it a little yourself to see what I mean.
2. Whenever I try producing an unit it first appears for a split second and then vanishes, only to finally reappear in its designated spot after several turns. Is that intentional?
3. After attacking a shipyard for a while, I started doing 0 damage to it.
I think I should have destroyed it by now and it's just not "dying" properly.
4. Turning off realistic mode in the skirmish menu makes mining impossible because it claims "not enough storage space".
5. Configuring "Starting RU" does not work in both realistic and non-realistic. I start the game with 0 RU no matter what value I have given it.
06-10-2009 01:11 AM
Dark
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Posts: 104
Joined: May 2009
Reputation: 0 Resources: 625 RU
1. This is not a bug but I guess it is indeed a bit unclear. The thing is that Collectors use/need AP to turn around. You can turn on Direction Arrows in the options to see it clearly. Ill have to do something about it anyway. Thanks for pointing it out.
2. I had the same bug launching a docked unit. Ill look into it.
3. Sounds strange... Ill check it out.
4. Somethings certainly wrong. Mustve made a mistake designing the action. Should be fixed next update.
5. I mustve forgotten to implement that. Will fix.
Thanks a lot for finding out those bugs and checking the game in so many aspects! I really appreciate it and Ill try to fix everything.