speed problems with miners

i have made a couple custom space miners with different movment points, but after they do their work in any astroid field, they drop down to one movement point. and continue to use that one point until i upgrade them to a different version. but... even after the upgrade, and i send it out to do it's job, it will again drop to only one movement point after it is finished the job.

there is nothing in the debug about why it's happening. if you need screens, i can provide those.
5,594 views 5 replies
Reply #1 Top
Any ship that enters an asteroid field will lose any remaining movement points for the turn, and will stay at 1 point per turn until it finishes a turn outside an asteroid field. Do you mean to say that even after leaving the asteroids behind for two turns, it stays at 1 movement point?
Reply #2 Top
I would prefer asteroids just to be impassable to all ships except miners. When I put ships on autopilot they charge right through and that's two turns of full speed wasted. That needs looking into.
Reply #4 Top
Any ship that enters an asteroid field will lose any remaining movement points for the turn, and will stay at 1 point per turn until it finishes a turn outside an asteroid field.


never knew that. but then again, i didn't read up on the changes made to DA.

Do you mean to say that even after leaving the asteroids behind for two turns, it stays at 1 movement point?


it seems that this is what it's doing. i made one that has 12 movment, put it to work on the nearest roid field, once done, sent it across the galaxy to a new roid field and it only moves one ps per turn.






Reply #5 Top
it seems everything is ok now after i began a new game. once the miner is out of the roid field, it travels as it should.