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Post by Brutus Aurelius on May 28, 2015 22:49:23 GMT -5
Interesting. Cory Trese , I believe we found a bug.
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Post by odomi on May 29, 2015 13:49:08 GMT -5
side question/feedback:
as I asked earlier, does module 2 and 3 have any effect on quality and mineral roll?
I don't see the incentive to research module 3 if I already have starport 4 upgrade. By the time I'm using colony module 2, I already have enough money in the bank to go from starport 1 or 2 straight to 4. My research is occupied by anything with +housing, +entertain or +TP
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Post by Cory Trese on May 29, 2015 13:50:37 GMT -5
All joking aside, if there is a bug can someone give me a 1,2,3 explanation of what you do to trigger it?
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Post by En1gma on May 29, 2015 14:35:13 GMT -5
Cory Trese just try to colonize a purged system. There is no range of rolls given, and the system gives you whatever quality was left from the purge. If it purged at 10 quality, the colony module rolls an even 10 on colonization.
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Post by odomi on May 30, 2015 12:46:15 GMT -5
All joking aside, if there is a bug can someone give me a 1,2,3 explanation of what you do to trigger it? I will try to test it. I don't know if I am doing something to trigger it but... Here is the simple explanation. 1. I colonize a system: gives me a random Quality & Mineral Roll. 2. WK shows up and destroys it. 3. I colonize the same system that was purged and before I colonize, it shows the original range of possibility for Quality and Mineral anf when I do colonize it, it gives me a fresh roll and end up with a different set of number for Quality and Mineral. A possible trigger to this from what I can remember... 1. Xeno colonized a system 2. I purge that system 3. I colonize that system 4. Xeno purge that system 5. Numbers get reset as if no one had been there before. 6. I colonize again the same system (new numbers) 7. Xeno purge again 8. Resets again 9. I colonize again (new numbers) So if Xeno was the original colony, then it can happen ( )
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