Multiple Issues - v1.59[b].095

Multiple Issues - v1.59.095

[B]Traderoutes do no desolve as expected in these two conditions:


- If you destroy a colony trade route remains, both the line and income.

- If you take over a world the incoming trade route reamins from civilization ABC. If you

give the world to civilization ABC during a negotiation the trade route and income remains

between the two worlds both belonging to ABC civilization.

Waypoints:

If you have a lot of ships going to a way point and you move the waypoint location, some

of the ships loose where they are going.

Fleet Command:

In the latest update, the 'F' key seems to have been changed to where you must pre-select

the ships in the stack before you can hit F. It use to just stack as many as possible at

one time. Please bring this back to the way it was and is as described in the manual.

Starbase Exploit:

If the federation agrees to limit starbase modules to X amount per star base, this can be

gotten around. Simply create a stack of constructors where you want the starbase. Create

the starbase. The remaining constructors "inside" the starbase can add modules. The

warning appears, but they still get to add a new module. Constructors outside of the

starbase can not add new modules.
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