Star Ruler 2
Rising Stars (old)
Dalo Lorn  [desarrollador] 18 DIC 2014 a las 3:30
ABEM Known Issues (Defunct)
Post any ABEM-related bugs in here. I (or Alarcarr, if he wants to) will add it to the list below and fix it in a later patch.

- Ringworlds will often deorbit. Believed to be a vanilla bug, but is proving quite difficult to fix.
- Ringworlders will erroneously start without any starting ships on Linux systems. The cause has yet to be determined, but until a fix can be found, the only workaround is to play the mod on Windows. (Which I know isn't possible for everyone. Sorry. :()

Edit: Cleaned up both the issue list and a few posts describing issues that have since been solved. Can't quite get rid of Alar's responses to those posts, though. :/
Última edición por Dalo Lorn; 16 JUL 2016 a las 2:09
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Mostrando 1-15 de 75 comentarios
Thy Reaper  [desarrollador] 18 DIC 2014 a las 11:14 
For some reason, there are spammers who do nothing but post tiny innocuous comments to workshop items and their discussions. Just delete them when you see them.
Alexander the Great  [desarrollador] 27 DIC 2014 a las 4:24 
Publicado originalmente por Almaravarion:
You might want to know - Apparentlhy SHIPYARD orbital does not possess any abilities, short of being base for support ships - it cannot produce anything, it does not consume anything, though it can have labor imported to it, it has no effect whatsoever.

This one is a vanilla problem as dalo said and the Superlaser assertion problem is cause i forgot to add text to specify the correct size.The minimun size is quite high.

Assert: Size>200
Alexander the Great  [desarrollador] 27 DIC 2014 a las 9:31 
First of all thanks for the feedback ,talking about Powered armor was intended to be a solution for standalone Flagships/Stations (Without supports) that fight support based fleets.So it can really be really the case that a 1k Flag is fighting ton of supports like your 15 size ones .But i agree that the armor need buffing in the block dmg level .

The problem with the plate armor appeariing to be better its the adjacent bonus it gives its only based on hp so more hp armor more bonuses .I am gonna get rid of this mechanic dor most of the armor types as only forces the player to create ships with armor inside without any tactical purpose more than giving the adjacent bonus.

The problem with the infinite pop is known and its going to be changed in next patch.But the armor problem is new for me so i am gonna investigate it.
Darloth  [desarrollador] 3 MAR 2015 a las 23:55 
Doesn't seem to work with the latest experimental - When creating a new game, no planets are generated, and so you instantly lose. Can't guarantee it was this mod, but when I started a new game without the mod enabled it worked - at least after I reloaded the program.
Alexander the Great  [desarrollador] 7 ABR 2015 a las 15:05 
I already noticed that myself will see whats causing it.
Alexander the Great  [desarrollador] 7 ABR 2015 a las 15:07 
Intelligence hub is supposed to generate card is exported or used on a planet that have nearby enemy empires.
Alexander the Great  [desarrollador] 7 ABR 2015 a las 15:12 
We did not make anychange about that , what resolution do you use?
Alexander the Great  [desarrollador] 7 ABR 2015 a las 15:38 
Can u rephrase the shield generator comment i dont understand it.
Darloth  [desarrollador] 7 ABR 2015 a las 16:21 
re: the outposts not getting support, if you haven't updated the outpost definition from an older version of the core game, there's a typo in their hook and they're looking up OutpostBost rather than OutpostBoost (or something like that)
Alexander the Great  [desarrollador] 14 ABR 2015 a las 4:14 
Probably this afternoon we are releasing a patch.
Astral 23 OCT 2015 a las 13:06 
Something to add to the "techs not doing what they're supposed to" list:

Outpost upgrades seem to actually decrease the overall defense value they generate, even after giving it a moment to recalculate, though it does improve the maximum number of support ships as intended.

Mechanoid research for decreasing the labor requirement for population doesn't decrease it at all.

Mentioned in another post, Mechanoid has a Cultivation research, which is useless as they don't use food.
Alexander the Great  [desarrollador] 23 OCT 2015 a las 14:45 
The outpost thing is cause as soon as they upgrade they have more space so they stop contributing to global labor until they are full again.
Dalo Lorn  [desarrollador] 24 OCT 2015 a las 2:13 
Publicado originalmente por Alarcarr:
The outpost thing is cause as soon as they upgrade they have more space so they stop contributing to global labor until they are full again.

... At least I hope so. As far as I know, we don't really change that part of the Outpost's functionality anyway, so it shouldn't be broken like this.

As for the Population Matrix stuff... it's supposed to trick the game into thinking you've created X less population than you actually have, which WOULD decrease the Labor cost. From my understanding of the code, it should work just fine; besides, I think Alar probably tested it when he originally implemented it.
Astral 24 OCT 2015 a las 13:18 
Ah, I was expecting a flat decrease for the value given; I had researched it a couple times on the stacking one, and didn't see any appreciable change to the labor value, so I sort of gave up by the point I had a Ringworld and was able to pump out population anyway. Compared to the normal races getting a +1 to all population on level 2+ worlds, it's a bit underpowered.
Dalo Lorn  [desarrollador] 25 OCT 2015 a las 1:51 
Uh, it is a flat decrease. I think the description even tells you exactly how much of a Labor reduction you'd get.

Anyway, I think this is an instance where it's hard to make Population Matrix truly on par with Metropolitan Engineering without making it overpowered at one stage of the game or another. Buff it too much, and you make it a must-have for Mechanoids in the early game in addition to the intended effect of being viable in the late game.
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