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In the previous patch, there was an issue with abilities being unselectable.
In this patch, I can use abilities (teleporters and such), but sometimes they seem to have problems. Can't be sure, might just be me trying to teleport and a ships has to turn in that direction first, or maybe I click further away than they are able to jump or something.
But usually they work.
But all abilities such as the Stellar Converter or Shield Capacitors need to prepare/cooldwon, even before you use them the first time. Then you can use them actively (they don't fire on their own).
I've never had the chance to use a stellar converter in combat, so I don't know the routine for this exact weapon, but my gues is it works just like every other ability.
Hope that helps!
Using 5x and UCP 6.3a.
lol bet the guys who made the game never thought anyone would do this.
At least some of them should have been familiar with this meta, since it already exists in MoO2 for exactly the same reason. Planet properties are randomized when the instance is created. In MoO2, a toxic planet is not terraformable, so the workaround is to gift it away and stellar convert it. That is as long as there is another colony in the same system that can do the reconstruction work. Likewise, it is also possible to throw the dice on just generally bad planets, hoping to score a better one.
Albeit in that game, maybe it was because the idea of planetary destruction occurred later during development. But in the reboot, it just feels like a silly oversight not to have celestial body properties predetermined.