Two more pirate glitches. (Full Version)

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NephilimNexus -> Two more pirate glitches. (7/9/2015 11:11:11 AM)

Two new ones, happens as pirate (of course). Admittedly circumstance are rather rare, so not a major issue (can be easily avoided now that I know about them):

1) If you've got any kind of space station other than a defense base orbiting an Empire world (research, resort, etc) when the Criminal Network is build all your Characters will get deleted and replaced by the ones from that planet. Looked odd having a Leader and a Pirate Leader on the same planet as a Colony Governor. Obviously a glitch because pirates are not supposed to get normal Leader characters under any circumstances.

2) Ever seen what happens if you are in the process of raiding a planet when that Criminal Network crossed from 99% to 100%? You get perpetual raiders attacking nothing forever, and a blank, black planetary deployment screen.




Blabsawaw22 -> RE: Two more pirate glitches. (7/14/2015 1:09:33 AM)

ha.. those are the least of the problems.. but still problems yes..

how about the freighters not delivering anything like when I have 4 fuel bases with 10,000 plus hydrogen and my frieghters dont' deliever it to the spaceports.. or when I click for a fleet to refuel and it tries to refuel at a mine with 10 hydrogen instead of my spaceport with 100,000,000 hydrogen!

or how about wherever your first pirate base is built that is pretty much your "ultimate" home.. building other spaceports seems like the AI doesn't care or accept them as your new "pirate" base etc..

there are so many more i've found while playing pirate games.. corruption, constant money drain from buying resources.. even when I have millions of the resource already ... it goes on and on..

i still play pirates though.. thats the funny part.. i'm kinda addicted.




NephilimNexus -> RE: Two more pirate glitches. (7/30/2015 12:25:35 AM)

Oh yeah, I had forgotten about those simply because I had given up on them ever being fixed. As of 1.9.5.12 they still haven't fixed Extermination doing nothing for pirates. It makes me wonder if they ever really intended for people to play them when they made Shadows, or if they really just wanted them as NPCs only?




Blabsawaw22 -> RE: Two more pirate glitches. (8/1/2015 2:37:08 AM)

Yeah, I'm still playing pirates but there are definitely funny things that were probably just too difficult to fix..




Serenitis -> RE: Two more pirate glitches. (9/17/2015 7:21:58 AM)

You can also get a full roster of characters (including a leader) if you build a network on a planet, and that planet promotes itself to full empire status before the network finishes.




Thrake -> RE: Two more pirate glitches. (9/17/2015 1:25:22 PM)

I take it it's also a bug when I stumble upon an abandonned colonny ship as a pirate... Getting a colonny less than one year into the game defeats the purpose of being homeless I'd say.

The fact that I can still compete to control my own pirate colonies feels... weird to say the least.

Though, yeah, pirate life is fun.




Serenitis -> RE: Two more pirate glitches. (9/19/2015 1:27:33 PM)

Derelict ships are available for anyone to find - even pirates. Pretty sure this is intended.
Colony ships are quite rare, there's like 3 or 4 in a large galaxy (not including the beacon event) so finding one is down to luck.

AI pirates will never use found colony ships though, they just keep them sat around the nearest fuel source.
If there's a bug with pirate colony ships it's that.




NephilimNexus -> RE: Two more pirate glitches. (11/9/2015 5:16:21 AM)

Oh and you know how in the last patch they said they fixed the bug with the last population never leaving? Yeah... except that they didn't.

Not sure if it's only pirates or empires too, but that last 1m of population is completely immune to both Extermination & Relocate. So once a race lands on a planet they can never be completely removed unless you wipe out the entire planet through orbital bombardment. In fact, you can even open up the Game Editor and try to remove them and, well lookit that, it still doesn't work. That's right, even the Game Editor can't remove the last million people off of a world. Now how's that for bugged, eh?

Which is particularly annoying since, oh yeah, "Do Not Accept" doesn't affect passenger ships already en route. Which means if you take over a planet from an empire via invasion and immediately set it to "Do Not Accept" you can still get the unwanted immigrant population anyway if that empire had any passenger ships already on their way to drop people off. The only solution is to park your own fleet over the world for a few years and blow up their passenger ships before they can land, until all the ships with bugged orders have been destroyed.





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