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IDProjectCategoryLast Update
0027369AI War 2Bug - GameplayJul 5, 2022 12:37 pm
ReporterJDingDong8_1 Assigned ToBadgerBadger  
Status resolvedResolutionfixed 
Product Version5.010 Client Message Order 
Fixed in Version5.500 Classic Fusion, And A Megaton Otherwise 
Summary0027369: Spire city cannot bolster any fleets
DescriptionIn a (human empire) Fallen Spire game, I founded a spire city via relic search & chase. Once the relic arrived, the city spawned in at full health (normal I think). This city was unable to bolster any fleets, similar to an infused empire city that is currently building. I could build spire module buildings as normal. Both spire city and cmd station fully built, full hp & not paralysed or anything.

First save (no bolster.save) is to showcase the problem.
Second save (preRelicSearch.save) is before relic chase so can recreate.

Steps to recreate using preRelicSearch.save:

1. Select the fleet bound to hotkey 1, at planet Hatohara
2. Search for spire relic at this planet. The relic will spawn.
3. Direct the relic to create a new spire city on planet Householder (I did right next to command station/ZPG)
4. Defend as best can on 5x speed while relic travels. Should go okay using fleets to defend.
5. Once relic arrives, check newly created spire city in fleets tab to assign fleet to bolster. Should be unable to bolster even preexisting spire fleet. Should however be able to place buildings as normal.
TagsNo tags attached.

Activities

JDingDong8_1

May 17, 2022 12:07 pm

reporter  

no bolster.save (550,798 bytes)
preRelicSearch.save (447,561 bytes)

JDingDong8_1

May 17, 2022 12:16 pm

reporter   ~0066801

Last edited: May 17, 2022 12:16 pm

Apologies in advance if this is a case of me missing a mechanic/status effect. I should note I checked to see if the buildings that don't require bolstering worked (spire reactors, miners, shipyards - basically every non-neural net building) and these all worked as normal

JDingDong8_1

Jul 3, 2022 12:47 pm

reporter   ~0067044

Another save with this issue, but from another game. Upon creating a third Spire City, the Neural nets started working again - but the "city bolsters X fleet" option still wasn't, so unable to change which fleet each city bolsters.
See attached save2 - this one's just a save where issue has happened/is occuring
save2.save (421,828 bytes)

BadgerBadger

Jul 5, 2022 12:37 pm

manager   ~0067052

Fixed

Issue History

Date Modified Username Field Change
May 17, 2022 12:07 pm JDingDong8_1 New Issue
May 17, 2022 12:07 pm JDingDong8_1 File Added: no bolster.save
May 17, 2022 12:07 pm JDingDong8_1 File Added: preRelicSearch.save
May 17, 2022 12:16 pm JDingDong8_1 Note Added: 0066801
May 17, 2022 12:16 pm JDingDong8_1 Note Edited: 0066801
Jul 3, 2022 12:47 pm JDingDong8_1 Note Added: 0067044
Jul 3, 2022 12:47 pm JDingDong8_1 File Added: save2.save
Jul 5, 2022 12:37 pm BadgerBadger Assigned To => BadgerBadger
Jul 5, 2022 12:37 pm BadgerBadger Status new => resolved
Jul 5, 2022 12:37 pm BadgerBadger Resolution open => fixed
Jul 5, 2022 12:37 pm BadgerBadger Fixed in Version => 5.500 Classic Fusion, And A Megaton Otherwise
Jul 5, 2022 12:37 pm BadgerBadger Note Added: 0067052