View Issue Details

IDProjectCategoryLast Update
0020241AI War 2Bug - GameplaySep 7, 2018 10:14 am
ReporterOvalcircle Assigned ToBadgerBadger  
Status resolvedResolutionfixed 
Product Version0.767 Newly In Stock, By Zenith 
Summary0020241: Game Breaking bug! Can't build Command stations on other planets
DescriptionJust move the Colony ship to the planet on the right and watch as you have 0 Command stations to build.

Edit: I just want to clarify this is happening to everyone and isn't one of those "do something weird and this happens" bugs.
TagsNo tags attached.

Activities

Ovalcircle

Sep 6, 2018 9:50 pm

reporter  

20180906214632_1.jpg (122,824 bytes)   
20180906214632_1.jpg (122,824 bytes)   
Command station bug.save (606,653 bytes)

RocketAssistedPuffin

Sep 6, 2018 9:57 pm

reporter   ~0049082

Checked the Colony Ship, the Command Stations, and the Build Menus - I don't see anything wrong in XML for this so far.

malkiel

Sep 7, 2018 12:32 am

reporter   ~0049084

Here's where X4000 broke it:
The infrastructure menu can now be seen properly on enemy planets. Additionally, items within it that are not buildable on enemy planets -- like energy collectors -- should no longer show up. Now mobile builders are actually more useful!

    Thanks to RocketAssistedPuffin for reporting.
Tempfix: I added the following tag to command stations in XML:
can_be_built_on_enemy_planets="true"
Note that I haven't tested if this'll let me make stations without blowing up the AI ones, this is intended as a temporary measure. I used Oval's save for testing this out and I could build the logictics station (only one I gave the tag to for test)

BadgerBadger

Sep 7, 2018 12:45 am

manager   ~0049085

I was just going to leave this for Chris in the morning, but malkiel's proposed fix works and the player can't build command stations on planets without killing the AI command station first.

Chris, feel free to redo this yourself in a fashion you like more later

malkiel

Sep 7, 2018 12:58 am

reporter   ~0049086

here's the file for anyone not comfortable with modding XML themselves.
KDL_Ships_PlayerStructures.xml (20,851 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>
  <entity graphicsdone="true" name="HumanHomeCommandStation"
			is_command_station="true"
			special_entity_type="HumanHomeCommand" voice_group="Ark" gimbal_icon_size_multiplier="2"
			draw_in_galaxy_view="true" is_critical_infrastructure="true"
			tags="ShowsOnNormalDisplayMode,DirectBuilder"
			visuals="assets/_finalgamemeshes/buildings/commandstations/humanhomecommandstation/humanhomecommandstation.prefab"
			icon_name="Official/King"
			y_offset_of_icon="20"
			uses_large_health_bar="true"
			category="Ship"
			size_scale="3.4" rotation_z_of_ship="-27.432"
			y_offset_of_ship_emission_and_hit_point="-10" y_offset_of_ship_in_formation="9"
			collision_priority="10000"
			display_name="Human Home Command Station"
			description="Your command center. You live here.  If this is destroyed, you lose."
			player_loses_if_any_die="true"
			build_menus="Infrastructure,Defenses,ZenithTraderUnits"
			constructor_name="Home Command"
			sensor_range_in_hops="0"
			is_scout="true"
			starting_mark_level="Markless"
			strength="200"
			squad_cap="1"
			hull_points="64000" shield_points="180000" speed="Immobile"
			metal_cost="200000" energy_consumption="0"
			armor_mm="120" albedo="0.7" mass_tx="7"
			metal_storage="2000000"
			aip_on_death="90"
			salvage_percentage_per_second="1"
			salvage_recovery_percentage="40"
			allied_speed_multiplier="2"
			ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
			ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostMassive_Explosion"
			ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
      priority_as_ai_target="MajorFullGameObjective" priority_as_frd_target="MidNasty" priority_to_protect="MajorFullGameObjective"
			>
    <resource_production type="Metal" amount="800"/>
    <resource_production type="Energy" amount="50000"/>
    <metal_flow purpose="ClaimingNeutrals" throughput="900" increase_per_mark_level="100"/>
  </entity>

  <entity graphicsdone="true" name="HumanHomeCommandStationCore"
			voice_group="Ark" gimbal_icon_size_multiplier="2"
			draw_in_galaxy_view="true" is_critical_infrastructure="true"
			tags="ShowsOnNormalDisplayMode,DirectBuilder"
			visuals="assets/_finalgamemeshes/buildings/commandstations/humanhomecommandstationcore/humanhomecommandstationcore.prefab"
			icon_name="Official/King"
			y_offset_of_icon="20"
			uses_large_health_bar="true"
			category="Ship"
			size_scale="3.4" rotation_x_of_ship="-62.1"
			y_offset_of_ship_emission_and_hit_point="-10" y_offset_of_ship_in_formation="9"
			collision_priority="10000"
			display_name="Human Home Command Station Core"
			description="Your command center. You live here.  If another human faction still has their full home command station, you can continue to aid their war efforts.  This structure can be destroyed any number of times and emerge again, but with the AI getting angrier and stronger every time."
			player_loses_if_any_die="true"
			build_menus="Infrastructure,Defenses,ZenithTraderUnits"
			constructor_name="Home Command Core"
			sensor_range_in_hops="0"
			is_scout="true"
			starting_mark_level="Markless"
			strength="200"
			squad_cap="1"
			hull_points="88000" shield_points="360000" speed="BelowAverage1"
			metal_cost="200000" energy_consumption="0"
			armor_mm="120" albedo="0.9" engine_gx="25" mass_tx="7"
			metal_storage="2000000"
			aip_on_death="60"
			ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
			ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostMassive_Explosion"
			ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
      immune_to_all_damage_for_seconds_after_creation="480"
      priority_as_ai_target="MajorFullGameObjective_SlightlyLower" priority_as_frd_target="MidNasty" priority_to_protect="MajorFullGameObjective_SlightlyLower"
			>
    <!--Chris says: The human home command station core respawns repeatedly after your death in order to let you keep having a king unit at all.
                    The idea is that you'll get it somewhere safe and continue on with your game, hopefully. -->
    <resource_production type="Metal" amount="700"/>
    <resource_production type="Energy" amount="40000"/>
    <system name="BallisticCannon" display_name="Ballistic Cannon"
     category="Weapon" firing_timing="OnlyInRange" shots_per_salvo="6"
     damage_per_shot="800" range="Normal3" shot_speed="Normal" rate_of_fire="Normal" fires_salvos_sequentially="true"
     shot_type_data="ArmorPiercingShell" target_sorter="Standard"     
				>
    </system>
  </entity>


  <entity graphicsdone="true" name="EconomicCommandStation"
			is_command_station="true" tags="DirectBuilder"
			visuals="assets/_finalgamemeshes/buildings/commandstations/economiccommandstation/economiccommandstation.prefab"
			icon_name="Official/CommandStation_Economic" gimbal_icon_size_multiplier="2"
			uses_large_health_bar="true"
			category="Ship"
			size_scale="1.8" y_offset_of_ship_in_formation="10" y_offset_of_icon="25"
			collision_priority="10000"
			display_name="Economic Command Station"
			description="Planetary command center. If this is destroyed, you lose control of the planet."
			build_menus="Infrastructure,Defenses,CommandStationUpgrades,ZenithTraderUnits"
			constructor_name="Command"
			starting_mark_level="Mark1" max_mark_level="4" tech_cost="OtherToy_Largest"
			built_by="CommandStations,CommandStationUpgrades"
			strength="20"
			squad_cap="10"
			hull_points="15000" shield_points="40000" speed="Immobile"
			metal_cost="500" energy_consumption="0"
			armor_mm="90" albedo="0.6" mass_tx="6"
			metal_storage="100000"
			salvage_percentage_per_second="1"
			salvage_recovery_percentage="5"
			salvage_recovery_percentage_added_per_mark="2"
			allied_speed_multiplier="2"
			ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
			ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostMassive_Explosion"
			ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
			voice_group="Flagship"
      can_be_built_on_enemy_planets="true"
      priority_as_frd_target="MajorPlanetLevelObjective" priority_as_ai_target="MajorPlanetLevelObjective" priority_to_protect="MajorPlanetLevelObjective"
			>
    <resource_production type="Metal" amount="350" increase_per_mark_level="250"/>
    <resource_production type="Energy" amount="10000" increase_per_mark_level="20000"/>
    <metal_flow purpose="SelfConstruction" throughput="500"/>
    <metal_flow purpose="ClaimingNeutrals" throughput="900" increase_per_mark_level="100"/>
  </entity>


  <entity graphicsdone="true" name="LogisticalCommandStation"
			is_command_station="true" tags="DirectBuilder"
			visuals="assets/_finalgamemeshes/buildings/commandstations/logisticalcommandstation/logisticalcommandstation.prefab"
			icon_name="Official/CommandStation_Logistics" gimbal_icon_size_multiplier="2"
			uses_large_health_bar="true"
			category="Ship"
			size_scale="1.8" y_offset_of_ship_in_formation="10" y_offset_of_icon="25"
			collision_priority="10000"
			display_name="Logistical Command Station"
			description="Planetary command center. If this is destroyed, you lose control of the planet."
			build_menus="Infrastructure,Defenses,CommandStationUpgrades,ZenithTraderUnits"
			constructor_name="Command"
			starting_mark_level="Mark1" max_mark_level="4" tech_cost="OtherToy_Largest"
			built_by="CommandStations,CommandStationUpgrades"
			strength="20"
			squad_cap="10"
			hull_points="15000" shield_points="40000" speed="Immobile"
			metal_cost="500" energy_consumption="0"
			armor_mm="90" albedo="0.6" mass_tx="6"
			metal_storage="100000"
			salvage_percentage_per_second="1"
			salvage_recovery_percentage="20"
			salvage_recovery_percentage_added_per_mark="10"
			allied_speed_multiplier="3.5"
			allied_speed_multiplier_added_per_mark="0.5"
			ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
			ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostMassive_Explosion"
			ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
			voice_group="Flagship"
      can_be_built_on_enemy_planets="true"
      priority_as_frd_target="MajorPlanetLevelObjective" priority_as_ai_target="MajorPlanetLevelObjective" priority_to_protect="MajorPlanetLevelObjective"
			>
    <resource_production type="Metal" amount="150" increase_per_mark_level="30"/>
    <resource_production type="Energy" amount="10000" increase_per_mark_level="5000"/>
    <metal_flow purpose="SelfConstruction" throughput="500"/>
    <metal_flow purpose="ClaimingNeutrals" throughput="900" increase_per_mark_level="100"/>
  </entity>

  <entity graphicsdone="true" name="MilitaryCommandStation"
			is_command_station="true" tags="DirectBuilder"
			visuals="assets/_finalgamemeshes/buildings/commandstations/militarycommandstation/militarycommandstation.prefab"
			icon_name="Official/CommandStation_Military" gimbal_icon_size_multiplier="2"
			uses_large_health_bar="true"
			category="Ship"
			size_scale="1.8" y_offset_of_ship_in_formation="10" y_offset_of_icon="25"
			collision_priority="10000"
			display_name="Military Command Station"
			description="Planetary command center. If this is destroyed, you lose control of the planet."
			build_menus="Infrastructure,Defenses,CommandStationUpgrades,ZenithTraderUnits"
			constructor_name="Command"
			starting_mark_level="Mark1" max_mark_level="4" tech_cost="OtherToy_Largest"
			built_by="CommandStations,CommandStationUpgrades"
			strength="20"
			squad_cap="10"
			hull_points="50000" shield_points="90000" speed="Immobile"
			metal_cost="500" energy_consumption="0"
			armor_mm="140" albedo="0.7" mass_tx="6"
			metal_storage="100000"
			salvage_percentage_per_second="1"
			salvage_recovery_percentage="2"
			salvage_recovery_percentage_added_per_mark="2"
			allied_speed_multiplier="2"
			allied_speed_multiplier_added_per_mark="0.25"
			allied_attack_multiplier="1.5"
			allied_attack_multiplier_added_per_mark="0.5"
			ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
			ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostMassive_Explosion"
			ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
			voice_group="Flagship"
      can_be_built_on_enemy_planets="true"
      priority_as_frd_target="MajorPlanetLevelObjective" priority_as_ai_target="MajorPlanetLevelObjective" priority_to_protect="MajorPlanetLevelObjective"
			>
    <resource_production type="Metal" amount="140" increase_per_mark_level="20"/>
    <resource_production type="Energy" amount="10000" increase_per_mark_level="5000"/>
    <metal_flow purpose="SelfConstruction" throughput="500"/>
    <metal_flow purpose="ClaimingNeutrals" throughput="900" increase_per_mark_level="100"/>
    <system name="MissileLauncher" display_name="Missile Launcher"
				category="Weapon" firing_timing="OnlyInRange" shots_per_salvo="6"
				damage_per_shot="800" range="ExtremelyHigh" shot_speed="Normal" rate_of_fire="VeryLow" fires_salvos_sequentially="true"
				shot_type_data="GuidedMissile" target_sorter="Standard"
				>
    </system>
  </entity>


  <entity graphicsdone="true" name="EnergyCollector"
			tags="EnergyCollector"
			visuals="assets/_finalgamemeshes/resources/EnergyCollector/EnergyCollector.prefab"
			icon_name="Official/Energy" gimbal_icon_size_multiplier="0.75"
			category="Ship"
			size_scale="1.5"
			collision_priority="900"
			display_name="Energy Collector"
			description="Harnesses the local ambient Energy sources."
			behavior="Stationary"
			cap_is_per_planet="true"
			cannot_traverse_wormholes="true"
			starting_mark_level="Markless"
			built_by="Infrastructure"
			strength="200"
			squad_cap="1"
			hull_points="4000" shield_points="12000" speed="Immobile"
			armor_mm="10" albedo="0.2" mass_tx="0.6"
			metal_cost="80000" energy_consumption="0"
			ship_or_structure_explosion_sfx="StructureMidsize_Explosion"
			ship_or_structure_explosion_if_on_other_planet_sfx="StructureLostOnOtherPlanet_Explosion"
			voice_group="Civilian"
      priority_as_ai_target="MinorResourceGeneration" priority_as_frd_target="IgnoreMe" priority_to_protect="MidFavoriteToy"
			>
    <resource_production type="Energy" amount="150000"/>
    <metal_flow purpose="SelfConstruction" throughput="500"/>
  </entity>


  <entity graphicsdone="true" name="MatterConverter"
			visuals="assets/_finalgamemeshes/resources/MatterConverter/MatterConverter.prefab"
			icon_name="Official/MetalBecomesPower" gimbal_icon_size_multiplier="0.75"
			category="Ship"
			size_scale="1.5"
			collision_priority="900"
			display_name="Matter Converter"
			description="Converts a significant portion of Metal into Energy. This process is inefficient, so you should strive to control enough territory to provide the Energy you need."
			behavior="Stationary"
			cap_is_per_planet="true"
			cannot_traverse_wormholes="true"
			starting_mark_level="Markless"
			built_by="Infrastructure"
			strength="200"
			squad_cap="40"
			hull_points="2000" shield_points="4000" speed="Immobile"
			metal_cost="1250" energy_consumption="0"
			armor_mm="10" albedo="0.2" mass_tx="0.6"
			ship_or_structure_explosion_sfx="StructureMidsize_Explosion"
			ship_or_structure_explosion_if_on_other_planet_sfx="StructureLostOnOtherPlanet_Explosion"
			voice_group="Civilian"
      priority_as_ai_target="MinorResourceGeneration" priority_as_frd_target="IgnoreMe" priority_to_protect="SlightlyLessExpendable"
			>
    <resource_production type="Metal" amount="-500"/>
    <resource_production type="Energy" amount="50000"/>
    <metal_flow purpose="SelfConstruction" throughput="500"/>
  </entity>


  <entity name="SpaceDock"
			tags="StationaryConstructor,SpaceDock,DocksBuilder"
			visuals="assets/_finalgamemeshes/humanbuildings/spacedock/spacedock.prefab"
			icon_name="Official/SpaceDock" gimbal_icon_size_multiplier="1.5"
			category="Ship" is_critical_infrastructure="true"
			visuals_scale_multiplier="1.6" size_scale="1.28"
			collision_priority="1000"
			display_name="Space Dock"
			description="Stationary facility that can produce Fleet Ships like Fighters, Bombers, and Missile Corvettes."
			behavior="Stationary"
			special_entity_type="Builder" build_menus="FleetShips"
			constructor_name="Dock"
			constructor_description="Stationary facility that can produce Fleet Ships, like Fighters, Bombers, and Missile Corvettes."
			starting_mark_level="Mark1" max_mark_level="4" tech_cost="OtherToy_Normal"
			built_by="Infrastructure"
      can_be_built_on_enemy_planets="true"
			strength="200"
			squad_cap="4" cap_is_per_planet="true"
			hull_points="4000" shield_points="8000" speed="Immobile"
			metal_cost="35000" energy_consumption="500"
			armor_mm="90" albedo="0.2" mass_tx="3"
			ship_or_structure_explosion_sfx="StructureLarge_Explosion"
			ship_or_structure_explosion_if_on_other_planet_sfx="StructureLostOnOtherPlanet_Explosion"
			voice_group="Civilian"
      priority_as_ai_target="MidNasty" priority_as_frd_target="NotDangerous" priority_to_protect="MidFavoriteToy"
			>
    <metal_flow purpose="SelfConstruction" throughput="500"/>
    <metal_flow purpose="BuildingShipsInternally" throughput="2000" increase_per_mark_level="1000"/>
  </entity>


  <entity name="StarshipConstructor"
			tags="StationaryConstructor,StarshipConstructor,DocksBuilder"
			visuals="assets/_finalgamemeshes/humanbuildings/starshipconstructor/starshipconstructor.prefab"
			icon_name="Official/Starship_Constructor" gimbal_icon_size_multiplier="1.5"
			size_scale="1.20" is_critical_infrastructure="true"
			y_offset_of_icon="10"
			category="Ship"
			collision_priority="1000"
			display_name="Starship Dock"
			description="Stationary facility that can produce Starships, which are larger than Fleet Ships and often provide the core of a human fleet."
			behavior="Stationary"
			special_entity_type="Builder" build_menus="Starships"
			constructor_name="Starships"
			constructor_description="The primary way to build Starships.  Be sure to build these!  They form the centerpiece of many strike forces you'll use."
			starting_mark_level="Markless"
			built_by="Infrastructure"
      can_be_built_on_enemy_planets="true"
			strength="200"			
			squad_cap="1" cap_is_per_planet="true"
			hull_points="8000" shield_points="16000" speed="Immobile"
			metal_cost="80000" energy_consumption="5000"
			armor_mm="90" albedo="0.2" mass_tx="3"
			ship_or_structure_explosion_sfx="StructureLarge_Explosion"
			ship_or_structure_explosion_if_on_other_planet_sfx="StructureLostOnOtherPlanet_Explosion"
			voice_group="Civilian"
      priority_as_ai_target="MidNasty" priority_as_frd_target="NotDangerous" priority_to_protect="MidFavoriteToy"
			>
    <metal_flow purpose="SelfConstruction" throughput="500"/>
    <metal_flow purpose="BuildingShipsInternally" throughput="5000"/>
  </entity>


  <entity graphicsdone="true" name="HomeHumanSettlement"
			tags="HomeHumanSettlement"
			visuals="assets/_finalgamemeshes/humanoddities/HomeHumanSettlement/HomeHumanSettlement.prefab"
			icon_name="Official/HomeHumanSettlement" gimbal_icon_size_multiplier="0.75"
			category="Ship" is_critical_infrastructure="true"
			size_scale="1"
			collision_priority="900"
			display_name="Home Human Settlement"
			description="~*~"
			behavior="Stationary"
			cap_is_per_planet="true"
			cannot_traverse_wormholes="true"
			starting_mark_level="Markless"
			strength="200"
			squad_cap="1"
			hull_points="40000" shield_points="50000" speed="Immobile"
			metal_cost="80000" energy_consumption="0"
			armor_mm="120" albedo="0.4" mass_tx="2"
			aip_on_death="5"
			ship_or_structure_explosion_sfx="StructureMidsize_Explosion"
			ship_or_structure_explosion_if_on_other_planet_sfx="StructureLostOnOtherPlanet_Explosion"
			voice_group="Civilian"
      priority_as_ai_target="IrreplaceableAIPIncreaser" priority_as_frd_target="IgnoreMe" priority_to_protect="Irreplaceable"
			>
    <resource_production type="Metal" amount="280"/>
  </entity>


  <entity graphicsdone="true" name="HumanCryogenicPod"
			tags="HumanCryogenicPod"
			visuals="assets/_finalgamemeshes/humanoddities/cryotubes/cryotubes.prefab"
			icon_name="Official/CryoTubes" gimbal_icon_size_multiplier="0.75"
			category="Ship" is_critical_infrastructure="true"
			size_scale="0.6"
			collision_priority="900"
			display_name="Human Cryogenic Pod"
			description="~*~"
			behavior="Stationary"
			cap_is_per_planet="true"
			cannot_traverse_wormholes="true"
			starting_mark_level="Markless"
			strength="200"
			squad_cap="1"
			hull_points="5000" shield_points="25000" speed="Immobile"
			metal_cost="80000" energy_consumption="0"
			armor_mm="40" albedo="0.5" mass_tx="0.01"
			aip_on_death="1"
			ship_or_structure_explosion_sfx="StructureMidsize_Explosion"
			ship_or_structure_explosion_if_on_other_planet_sfx="StructureLostOnOtherPlanet_Explosion"
			voice_group="Civilian"
      priority_as_ai_target="IrreplaceableAIPIncreaser" priority_as_frd_target="IgnoreMe" priority_to_protect="Irreplaceable"
			>
    <resource_production type="Energy" amount="5000"/>
  </entity>


  <entity name="ZenithPowerGenerator"
			tags="ZenithPowerGenerator,Capturable"
			draw_in_galaxy_view="true"
			visuals="assets/_finalgamemeshes/resources/EnergyCollector/EnergyCollector.prefab"
			icon_name="Official/Energy" gimbal_icon_size_multiplier="0.75"
			category="Ship"
			size_scale="1.5"
			collision_priority="900"
			display_name="Zenith Power Generator"
			description="Ancient Zenith device that harnesses huge amounts of energy from some mysterious source."
			behavior="Stationary"
			cap_is_per_planet="true"
			cannot_traverse_wormholes="true"
			reverts_to_neutral_on_death="true"
			balance_planet_seconds_of_metal_to_claim="10"
			starting_mark_level="Markless"
			strength="200"
			squad_cap="1"
			hull_points="30000" shield_points="70000" speed="Immobile"
			metal_cost="2500000" energy_consumption="0"
			armor_mm="80" albedo="0.9" mass_tx="2"
			aip_on_death="10"
			ship_or_structure_explosion_sfx="StructureMidsize_Explosion"
			ship_or_structure_explosion_if_on_other_planet_sfx="StructureLostOnOtherPlanet_Explosion"
			voice_group="Civilian"
      priority_as_ai_target="IrreplaceableBigAsTheyCome" priority_as_frd_target="IgnoreMe" priority_to_protect="Irreplaceable"
			>
    <resource_production type="Energy" amount="600000"/>
    <metal_flow purpose="SelfConstruction" throughput="500"/>
  </entity>
</root>
KDL_Ships_PlayerStructures.xml (20,851 bytes)   

Chris_McElligottPark

Sep 7, 2018 10:04 am

administrator   ~0049107

This seems like a great solution -- in testing, this doesn't allow you to do anything you shouldn't be able to, correct?

BadgerBadger

Sep 7, 2018 10:12 am

manager   ~0049111

I tried building a command station on a planet owned by the AI (ie the ai command station still existed) and it failed with an appropriate error message

Chris_McElligottPark

Sep 7, 2018 10:14 am

administrator   ~0049113

Awesome, sounds good. Thank you!

Issue History

Date Modified Username Field Change
Sep 6, 2018 9:50 pm Ovalcircle New Issue
Sep 6, 2018 9:50 pm Ovalcircle File Added: 20180906214632_1.jpg
Sep 6, 2018 9:50 pm Ovalcircle File Added: Command station bug.save
Sep 6, 2018 9:50 pm Ovalcircle File Added: Command station bug.savemet
Sep 6, 2018 9:57 pm RocketAssistedPuffin Note Added: 0049082
Sep 7, 2018 12:32 am malkiel Note Added: 0049084
Sep 7, 2018 12:44 am Ovalcircle Description Updated
Sep 7, 2018 12:45 am BadgerBadger Assigned To => BadgerBadger
Sep 7, 2018 12:45 am BadgerBadger Status new => resolved
Sep 7, 2018 12:45 am BadgerBadger Resolution open => fixed
Sep 7, 2018 12:45 am BadgerBadger Note Added: 0049085
Sep 7, 2018 12:58 am malkiel File Added: KDL_Ships_PlayerStructures.xml
Sep 7, 2018 12:58 am malkiel Note Added: 0049086
Sep 7, 2018 9:25 am Dominus Arbitrationis Severity minor => major
Sep 7, 2018 10:04 am Chris_McElligottPark Note Added: 0049107
Sep 7, 2018 10:12 am BadgerBadger Note Added: 0049111
Sep 7, 2018 10:14 am Chris_McElligottPark Note Added: 0049113