[v2.0] CV is asking for 2x more weapon systems than needed

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Primeevil250
Posts: 19
Joined: Sun, 18. May 14, 01:58

[v2.0] CV is asking for 2x more weapon systems than needed

Post by Primeevil250 »

I have found that my CV in Forgotten Kingdom and any-other CV I own shows that it requires x amount of resources and weapon systems to construct any module; what I found is that when the build order is confirmed and you look at the CV 'details' 'trade offers' or ask the resource status from the architect it has doubled the amount of weapon systems required :o

I have attached a save file with my CV with all the resources it requires and the stated weapon systems required (in the 'show construction options' and look at the module being built (under storage))
note that I have delivered half of the: HIT/MA turrets and (FFP) Force field projectors (8/16 and 1/2 respectively) the module only needs 8 HIT/MA and 1 FFP

https://www.dropbox.com/s/7t2wonthfzbw4lk/save_001.xml

Why is this happening?
VincentTH
Posts: 6636
Joined: Wed, 6. Nov 02, 20:31
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Post by VincentTH »

I see the same problem. The resource required is double for weapons only, but is correct for others such as FR, RMP, EC and BOW.
Scoob
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Joined: Thu, 27. Feb 03, 22:28
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Post by Scoob »

Yep, just had this.

It's ok if you're upgrading weapons on an existing module. But if you try to add them from the start, it's broken.

I just had this, after having to loose an hours play thanks to the another broken CV bug, reported elsewhere.

Damn, 2.0 was so NOT READY for release, not even close. I'm having more NEW bugs in this release than any for a while, plus many previously reported (but not acknowledged) bugs have been ignored, even though directly from the 2.0 beta.

This is starting to get REALLY frustrating, ES add some great new features, but break several things in the process.

Scoob.
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werewolves?
Posts: 1166
Joined: Tue, 31. Jan 12, 00:58
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Post by werewolves? »

Had this as well, I normally wouldn't mind but I'm a bit broke, 70 HIT/MA turrets is a bit of cash. Happened on plot URF Forge, first stage.
Primeevil250
Posts: 19
Joined: Sun, 18. May 14, 01:58

Post by Primeevil250 »

Scoob wrote:Yep, just had this.

It's ok if you're upgrading weapons on an existing module. But if you try to add them from the start, it's broken.

I just had this, after having to loose an hours play thanks to the another broken CV bug, reported elsewhere.

Damn, 2.0 was so NOT READY for release, not even close. I'm having more NEW bugs in this release than any for a while, plus many previously reported (but not acknowledged) bugs have been ignored, even though directly from the 2.0 beta.

This is starting to get REALLY frustrating, ES add some great new features, but break several things in the process.

Scoob.
Probably the best thing to do (as a workaround) for station building is to build the module without and weapons and add them later when needed. I am currently testing another possibility of only delivering half of the bugged amount AKA the real amount.

I also agree that 2.0 has a lot of new bugs that weren't there, while they're still adding stuff in and this IS frustrating, personally I'd rather see them fix the CORE of the game (trading/manager options/station building etc.) before adding new stuff in which could cause more problems/bugs.
Fenhris
Posts: 344
Joined: Wed, 1. Jan 14, 11:58
x4

Post by Fenhris »

Had it too.

Plus an old time classic:

I went to add a new module to my Metalworks, who had 2 Metal and 1 Silicon lines up and running, and saw that in the CV it said that the second Metal line wasnt build.
I did check, and sure enough, I did have 2 Metal lines running on the station, + the Silicon line.
I asked to build silicon line 2, but instead it started building Metal line 2.
When that was over it imidiately started building the Silicon Line 2, and demanded new materials.
When I had provided them (now having paid twice for one module, and 2x weapons each time), it imidiately started the second Silicon module once again, asking for materials again. This time I saveedited my way out of it...
Scoob
Posts: 11203
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

On a semi-related note:

I've only been adding HIT/MA and V Launcher turrets to my stations, as that's all I had on the PMC Weapon Freight I stole lol.

Anyway, Imagine my surprise when, under weapons, my first two stations are now showing several Shield Generators and Plasma/MA turrets I did not add!

Thankfully though, the system I actually DID install have not gone down in number as they used to.

Scoob.

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