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I recently researched (stole) Cyber Security Link. This upgraded all of my existing spies to level 5, which is reasonable and nice though not mentioned in the technology's description. However, I had a few level 6 spies, and they were downgraded to level 5. Getting a new technology should never be a mandatory downgrade.
Scrapping ships does not distinguish between a) civil transports carrying different races or b) ships with leaders. Whichever ship has the right design and is first in the fleet's list is the one that will be scrapped, no matter what ship(s) you have selected.
The spy level in base game is level 5. When you acquire the tech “Cyber Security Link” it sets all your agents levels to that max. So yeah, any spy over that will actually loss levels. So this is a mod bug.
Update: I have fixed this in UCP 5.7a
***** Enhancements *****
Chg.0.0.5.7a: MOD SUPPORT: Adjusted logic for Cyber Security Link so that it only sets the agent's level if their current level is less than the value for this tech.
Not surprised about the scrapping issue for transports, but why would you scrap a transport? I’m just curious? But they had similar issues with unloading transports. Did you test if this was just for transports or does it work with all ships?
Update: Nevermind just tested it and the scrap issue does seem to apply to all ships. Just scraps the first one it finds that matches the blueprint.
I usually scrap transports to get rid of population that is worse than mine.
Once you have 2 different ships (blueprint versions is enough) you have to select which ships shall be scrapped. Does the game scrap exactly what you select or can this scrap ships with leaders that you didn't select?
My problem with you need to select ships first: when your ships are travelling (on connection/to or from anomalys) you cannot select ships and therefore you cannot scrap ships if there are different ships.
Finding a destroyer in an anomaly and then being 3 points above the limit for 3 rounds can ruin your early game...
The scrap command is enabled only when all ships that are currently selected have the same blueprint. When you give the command, a small window pops up for choosing how many ships to scrap and showing what the effect will be on your money and command points. The number you can choose is limited to how many you have selected. When you have chosen how many to scrap and click the final button, it goes through the active fleet, in order by how they're listed on screen, and scraps ships that match the blueprint until it's scrapped the number you chose. This process completely ignores what ships you have selected. The only effects your selection of ships has are how high you are allowed to set the number to scrap and which blueprint gets scrapped.
They apparently assumed that ships with the same blueprint are 100% interchangeable.
And yes, this can scrap a ship with a leader that you didn't select. If you have 5 ships of the same blueprint, a leader on the second one, and select the first and last ships to scrap, it will scrap the first and second ships, sending the leader back to the unassigned pool.
I would say that how it should work is:
I do find it odd that the empire screen says 0 strikers for the planet - it is just the colony screen that shows the strikers.
But when I try it without 5X - it works fine, no problems at all. GAIA planet medium size 16 base, with city planning +5 , and biosphere +2 = 23 population (all happy at 100%). Upped biosphere again to be +7, still all happy at 100% morale.
So appears to be some odd interaction with some change 5X is making - not sure what change exactly.
***** Fixes Included in this patch *****
Bug.0.0.5.7a: Strikers on Colony Screen does not equal strikers on the Empire Management Screen due to an odd way the game decides a worker is on strike. It is also possible for it to report more strikers than the planet has population count if morale is low enough
Fix.0.0.5.7a: Corrected these issues