Ringed Worlds and Alliances |
There seems to be a problem with attacking ringed worlds with short ranged weapons. I think this is as the larger size of the planet means that ships move to a position far to high and out of range of the below planet. This was very frustrating when I was attacking a ringed world with 7 frigates armed with shard cannons who all were heavily damaged by a single satellite which was placed next to the ringed world.
Also it seems to that while in an alliance you can speak with other races within the alliance, nor can you or the alliance make treaties with any race. However, an AI member of my alliance was still about to declare war on me when I accidently destroyed their home world.
Has anyone else seen either of these? if so, when are they getting fixed?

Re: Ringed Worlds and Alliances
This bug persists in 1.44. I think you have to set your weapons to short range or point blank to be able to damage the ringed planets. Otherwise your ships will stay out of range...
Re: Ringed Worlds and Alliances
"when I acci dently destroyed their home world."
I'm kinda wondering how you did that.....
Seriously..... the only times I've acidentally wiped out planets were times when I was doing a planetary assault.
EDIT: why is it blanking out " "(acc ident)?




Re: Ringed Worlds and Alliances
Have you applied the latest (1.44) patch? The problems with attacking ringed planets were fixed back in 1.34:
2. Fixed - Bolt weapons were not firing on ringed planets.
3. Fixed - Ringed planets were shooting weapons from their rings and not from the surface.
4. Fixed - Ringed planets were hit from weapons too far from the surface.
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