![]() Removing this line seems to fix that issue. Perhaps it would be better to collect all "player decision/notification events" (colonization, hero hiring, technology researched, combat initiation) at the end of the turn, have the player act on them whithout "the clock running"and accept the minor hit that any fleet which hits a decision point is "frozen" for the rest of the turn and might loose some residual movement. For some reason if you research ionbeams then try to add them in the ship design page, it crashes the interface and you have to tap escape to un/de crash it. All trademarks are property of their respective owners in the US and other countries. In the sector zero DLC they are seemingly only used for building in hexes where there are no planets or asteroid belts. combat initiation elsewhere while a ship/fleet is transiting a wormhole) which the game currently does not handle well. Gamepedia Construction ship Edit Construction Ship: Once mainly used to make refueling depots or other niche structures, such as refueling stations. In essence the turn is a chunk of real time execution and things are happening not just at different times during turn execution but aso sometimes simultaneously (e.g. I think this bug is part of the larger problem of turn resolution that is also suppressing hero notifications (said to be fixed in the next patch) currently and is responsible for the "messy" turn if you have colonisation decisions. I have build 'Construction Ship' but I do not know where it can be used and for what. Originally posted by tbrsim:It is still happening, just got a colonizer stuck in mid-wormhole transit when one of my fleets was intercepted by Remnants during turn resolution. How to use 'Construction Ship' in Stardrive 2: Sector Zero.
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