Dragonide armour does not work in designer, says it requires dragonhide bonus.
Grappling tethers only affect the target vehicle and not the host vehicle (this leads to wonky physics where a massive landship is lifted by a miniature airship).
And the most severe bug of all: Grappling tethers have no up variant! Oh god why Zarkonnen?
(Seriously, I have some really cool ideas for upwards grappling landships involving upwards facing buzzsaws, which also need an upwards variant by the way.)
Forgot to mention: boarded ships should automatically count as captured if you retreat, otherwise you can flee if a megaspider (calling it that now) brood boards your ship with no problems.
On a side note if a megaspider captures one of your ships, it should stay there until you can finally defeat the blight.
Hopefully you will patch the harpoons soon right? I doubt it would take more than a minute to add the 'bonus: harpoons' to any coat of arms to fix it or just make it available by default.
Polish problem: Harpoons should flip the vehicles that fired them, if you fire a harpoon at an enemy and it goes behind you then you shouldn't need to waste command trying to turn around with an enemy ship stuck to your behind.
PP 2: Harpoons should have a little cable drum sticking out of the front of the module instead of having the tether being inside of the vehicle, this is to prevent ships getting stuck on your roof and unable to be dislodged. That is very common and ruins harpoon usage since it actually gives your enemy an advantage.
Side note/unbalance: With harpoons and saws in the game now, I think a collision immune 'rubber' block is required. I just had an enemy ship get cut in half by a harpoon unit only to have the remains get pulled in by the the tether at Ludicrous Speed and destroy my ship completely.
-Last words of the captain of the Pugilist, why do harpoons even have that speed setting?
Annoying Issue: No way for mechanical spiders to get onto a walker from the ground, also mechanical spiders will jump off of landships at random sometimes.
We really need a ladder block or something.. make it like a reverse grappling hook the air grenaiders use or something to pick up infantry that want on.
Many a mechanical spider have jumped off a walker, only to get crushed by the arachnophobic engineer controlling the legs.
Polish problem: the saw weapons should come with an up/down variant. It is impossible for buildings to ever use them with grappling hooks as any airships will just get stuck on the roof and be out of range.
That's just a colossal waste of resources then, and it still gets things stuck on the roof even with the harpoons at the bottom because the airships try to fly away.
Sometimes that makes it even worse as the airships hit the building.
There's flipped versions to allow the same weapon to fire in a way that is normally impossible but needed. (behind vehicles)
The saws need that up/down range of attacking or they are pretty garbage for everything but airships and even then they can still get enemies stuck on the roof (and therefore they are immune to your melee ship when within spitting distance, do you see a problem with that?).
Making the saws have 180* range is an alternative to an up/down variant to solve this problem but it seems a bit much.
Honestly the whole module menu could use a modification to add up/down/left/right options for most things and just hide them.
For example so you can select the one saw module/ram that's there and just use shift + scroll wheel to switch orientations. That allows for all the needed variations AND reduces clutter at the same time.
Severe Bug: The timer for blights spawning is not affected by game time. Meaning blights will spawn less in fast forward and keep spawning even if the game is paused.
I found this out because I cleared my empire of blights, paused the game to take a break and then they were all dragons and added up to -80% income for some of my cities..
Bug: New (mechanical) spider legs are worse off than the normal ones, they do go by terrain easier but have a nasty habit of being too low and ramming the ground on hills.
Side note/suggestion: Can we remove the downwards restriction for spider legs? I really want to use landships with a centralized underbelly turret, or have good boarding exists, and it doesn't seem like it is necessary anyway to have that restricted.
Some fragile 'tall legs' module with a lower carry weight and stilt legs would be awesome without a downwards restriction, so many possibilities...
Edit: I should probably be saving the 'severe bug' status for crashes/exploits/actually severe things, so I will do that from now on.
Broken Gameplay Bug: Mechanical spider boarding losses count as a 'survived' for the affected ship if all the crew dies, this means the ship is somehow able to retreat with all dead crew and still be used in combat for later battles.
Bug: Mechanical boarding spiders path finding causes them to move around in one big clump, this is inefficient for boarding and also means that 1 spider is the same as 100 spiders since the extra spiders in the group don't do anything.
Bug: Bipedal walker legs occasionally 'trip' going down steep inclines and face plant to their doom. (the body seems to keep going while the legs don't know where to step next, causing it to tackle the ground)
Maybe we should call spider-related bugs arachnids, anyway that just have me a quick idea. Do you think banes should have tiers that upgrade themselves over time?
For example: "A spider nest has been discovered" 1/3
"A spider infestation has gotten worse!" 2/3
"Spiders overrun the country!" 3/3
each tier is a harder spider encounter and a higher money drain, where a 3/3 tier may have 4 spiders with way more spider infantry and cost up to 33% city income.
Air Lord, Engineering Corps
And so it begins..
Dragonide armour does not work in designer, says it requires dragonhide bonus.
Grappling tethers only affect the target vehicle and not the host vehicle (this leads to wonky physics where a massive landship is lifted by a miniature airship).
And the most severe bug of all: Grappling tethers have no up variant! Oh god why Zarkonnen?
(Seriously, I have some really cool ideas for upwards grappling landships involving upwards facing buzzsaws, which also need an upwards variant by the way.)
And so it concludes..
Air Lord, Engineering Corps
More bugs! You can flee from a spider encounter with no losses, even if the spiders killed all of your crew.
The 'Follow Action' cam should ignore dead/defeated enemies, as should gunners.
Dragons seem to ignore a single landship. (there was also a storm during the battle if that info helps)
No possible way to unlock harpoons in conquest. (this makes me sad that we can't just have them with any coat of arms)
Side note: dragons/spiders should bleed or something to signify how much health they have left.
Aerial Emperor
Thanks for all the bug reports & feedback, this is exactly the kind of thing I need. :)
Air Lord, Engineering Corps
Forgot to mention: boarded ships should automatically count as captured if you retreat, otherwise you can flee if a megaspider (calling it that now) brood boards your ship with no problems.
On a side note if a megaspider captures one of your ships, it should stay there until you can finally defeat the blight.
Air Lord, Engineering Corps
Hopefully you will patch the harpoons soon right? I doubt it would take more than a minute to add the 'bonus: harpoons' to any coat of arms to fix it or just make it available by default.
Air Admiral
I agree with Firebird. We definitely need harpoons in conquest.
Air Lord, Engineering Corps
Polish problem: Harpoons should flip the vehicles that fired them, if you fire a harpoon at an enemy and it goes behind you then you shouldn't need to waste command trying to turn around with an enemy ship stuck to your behind.
PP 2: Harpoons should have a little cable drum sticking out of the front of the module instead of having the tether being inside of the vehicle, this is to prevent ships getting stuck on your roof and unable to be dislodged. That is very common and ruins harpoon usage since it actually gives your enemy an advantage.
Air Lord, Engineering Corps
Side note/unbalance: With harpoons and saws in the game now, I think a collision immune 'rubber' block is required. I just had an enemy ship get cut in half by a harpoon unit only to have the remains get pulled in by the the tether at Ludicrous Speed and destroy my ship completely.
-Last words of the captain of the Pugilist, why do harpoons even have that speed setting?Air Admiral
Pulling things apart with harpoons? That sounds amazing! And horrifying! But mostly amazing!... Man, I watch too much Attack on Titan.
Air Lord, Engineering Corps
Maybe a simple stress system could be added, would give struts more use.
And also the ability for giants or something to rip ships in half.
Air Admiral
Yes, we definitely need that...
Air Lord, Engineering Corps
Issue: Mechanical spiders never kill the last crew member in a ship. (it's the guy by the suspendium lift chamber the last 2 times I checked)
Air Lord, Engineering Corps
Annoying Issue: No way for mechanical spiders to get onto a walker from the ground, also mechanical spiders will jump off of landships at random sometimes.
We really need a ladder block or something.. make it like a reverse grappling hook the air grenaiders use or something to pick up infantry that want on.
Many a mechanical spider have jumped off a walker, only to get crushed by the arachnophobic engineer controlling the legs.
Air Lord, Engineering Corps
Polish problem: the saw weapons should come with an up/down variant. It is impossible for buildings to ever use them with grappling hooks as any airships will just get stuck on the roof and be out of range.
Air Admiral
You could just make a really tall building, you know...
Air Lord, Engineering Corps
That's just a colossal waste of resources then, and it still gets things stuck on the roof even with the harpoons at the bottom because the airships try to fly away.
Sometimes that makes it even worse as the airships hit the building.
Air Admiral
I can see you're point, but there's no need to clutter the module folder with variants of the same weapon.
Air Lord, Engineering Corps
There's flipped versions to allow the same weapon to fire in a way that is normally impossible but needed. (behind vehicles)
The saws need that up/down range of attacking or they are pretty garbage for everything but airships and even then they can still get enemies stuck on the roof (and therefore they are immune to your melee ship when within spitting distance, do you see a problem with that?).
Making the saws have 180* range is an alternative to an up/down variant to solve this problem but it seems a bit much.
Honestly the whole module menu could use a modification to add up/down/left/right options for most things and just hide them.
For example so you can select the one saw module/ram that's there and just use shift + scroll wheel to switch orientations. That allows for all the needed variations AND reduces clutter at the same time.
Air Admiral
You might be able to do that...
Air Lord, Engineering Corps
Severe Bug: The timer for blights spawning is not affected by game time. Meaning blights will spawn less in fast forward and keep spawning even if the game is paused.
I found this out because I cleared my empire of blights, paused the game to take a break and then they were all dragons and added up to -80% income for some of my cities..
Air Admiral
That's definitely something thats going to require polish...
Air Lord, Engineering Corps
Bug: New (mechanical) spider legs are worse off than the normal ones, they do go by terrain easier but have a nasty habit of being too low and ramming the ground on hills.
Side note/suggestion: Can we remove the downwards restriction for spider legs? I really want to use landships with a centralized underbelly turret, or have good boarding exists, and it doesn't seem like it is necessary anyway to have that restricted.
Some fragile 'tall legs' module with a lower carry weight and stilt legs would be awesome without a downwards restriction, so many possibilities...
Edit: I should probably be saving the 'severe bug' status for crashes/exploits/actually severe things, so I will do that from now on.
Air Lord, Engineering Corps
Broken Gameplay Bug: Mechanical spider boarding losses count as a 'survived' for the affected ship if all the crew dies, this means the ship is somehow able to retreat with all dead crew and still be used in combat for later battles.
Bug: Mechanical boarding spiders path finding causes them to move around in one big clump, this is inefficient for boarding and also means that 1 spider is the same as 100 spiders since the extra spiders in the group don't do anything.
Bug: Bipedal walker legs occasionally 'trip' going down steep inclines and face plant to their doom. (the body seems to keep going while the legs don't know where to step next, causing it to tackle the ground)
Air Lord, Engineering Corps
Friendly Bug that made me almost not want to report it: Spider landship legs use no coal.
Air Admiral
Bug 1: A spider nest have about 8-9 spiders. I'm serious. This is a bug right?
Bug 2: I spawned in a map with all the monster nests in the whole damn map connected to my city. Are you f*cking serious?
Aerial Emperor
It's actually about 8-9 bugs.
Technically, spiders aren't bugs. Formally, only insects of the order Hemiptera are bugs.
OK, yeah, it's a bug. The nests are meant to grow over time, but not to that size.
And yeah, I apparently ought to add some balance to the monster nest placement.
Air Lord, Engineering Corps
Maybe we should call spider-related bugs arachnids, anyway that just have me a quick idea. Do you think banes should have tiers that upgrade themselves over time?
For example: "A spider nest has been discovered" 1/3
"A spider infestation has gotten worse!" 2/3
"Spiders overrun the country!" 3/3
each tier is a harder spider encounter and a higher money drain, where a 3/3 tier may have 4 spiders with way more spider infantry and cost up to 33% city income.
Air Lord, Engineering Corps
You can select enemy crew/boarders if they are on the ground. I really wish you could control them but oh well. It's still a bug.
Also enemy/allied boarders will just walk past each other as if on a peaceful stroll on the ground.
B1: (passing passing enemy boarder): "Oh hey phill how's the family?"
B2: "Fine, yours?"
B1: "Great, thank you."
(both opposing boarders enter an airship)
B1: "I NEVER LIKED YOUR FAMILY!!!"
(Gunshots)
B2: "WELL I NEVER LIKED YOUR FAMILY!! ARRRGH!"
(shooting intensifies)