January 20, 2018, 06:43:47 PM

Author Topic: Issue: Problem with jumpships  (Read 1426 times)

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Offline Xavier

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Issue: Problem with jumpships
« on: September 01, 2015, 12:49:49 PM »
I made a fat-fingered mistake when adding initial jumpships for two teams that did not have them yet. The result for many will be that your JS all got renamed back to "Delivered", and are back orbiting your capitals (if you had moved them off already). If this causes any problems (mechs missing, etc), please let me know and I will fix this on a case-by-case basis.

Offline Xavier

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Re: Issue: Problem with jumpships
« Reply #1 on: September 01, 2015, 01:34:41 PM »
More than anything it looks to me like the worst damage was to fleet assembly; those who formed fleets may have to reconstruct them (disband the existing now-invalid ones first). Again, I apologize for this...

Offline Helbrecht

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Re: Issue: Problem with jumpships
« Reply #2 on: September 01, 2015, 02:27:50 PM »
cant disband the fleet name. i blame tundra wolf.

Offline Xavier

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Re: Issue: Problem with jumpships
« Reply #3 on: September 01, 2015, 02:41:03 PM »
I've removed your fleets in the DB, you should be able to reform them now.

Offline Aylward

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Re: Issue: Problem with jumpships
« Reply #4 on: September 01, 2015, 08:53:13 PM »
Could you reset the jump charge times please ?? all show 48 hrs currently..
Aylward
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Offline Xavier

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Re: Issue: Problem with jumpships
« Reply #5 on: September 01, 2015, 10:52:56 PM »
That should not matter, you should be able to jump them regardless right now -- are you not able to jump (meaning, have you tried, regardless of the recharge setting?)

Offline Xavier

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Re: Issue: Problem with jumpships
« Reply #6 on: September 08, 2015, 07:05:49 PM »
Transports can only transfer to other transports, not to any other type. If you need to transfer from a transport to an attack ship, it will need to go through a planet first (one of your own, or an ally's).