Hey folks! Bug confirmations coming right up! So, with latest (Nov 14) patch,I decided to have some fun with orbital. Here is what my opponents and I found: Umbrellas STILL only fire automatically when the enemy is almost directly above the cannon on small bodies (<350 size). You cannot land on planets within a certain radius of the central body of the system....still..... One commander and about 10 fighters got stuck inside their respective planets trying to leave the world. When planet smashing a larger body into a smaller moon, nothing different happened. same size crater and everything. I was disappointed. Before the above planet hit, my opponent fired off his halleys, which apparently can ressurrect themselves after a planet smashin', and continue on their deadly mission. Because they did. After hitting this OTHER planet, a metal one, the moon was disintegrated. The metal planet's orbit had however disappeared from system view. And, we could build in the crater, it was as if the crater had not even happened; the terrain lines were still there restricting movement and buildings. Pics: davey, if I missed some please fill in the gaps. It was 3AM when that game finished lolol
Am I the only one having issues with fabricating structures locking up? As in queues. Like, 3 games in a row now, I have had first a naval base stop building even though it had units queued up and not start building again even when I cleared all units and readded units and such, then a Nuke that finished but kept "fabricating" and wouldn't fire like it got stuck at the finished transition stage, and then an orbital factory also finished what it was building just for it to sit glowing green on the launch pad and no takeoff and no more units out of it and the unit finished wasn't working cuz stuck. I guess its a good time to use the bug tracker. I haven't put my fair share into it that's for sure.
That sounds like a continuation of the old Astraeus bug, where after dropping off one unit it wouldnt pick any other unit up. As in, a *class* or *state* change bug (i use that word loosely).