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fenixfireblade

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Everything posted by fenixfireblade

  1. No no, send the officers off duty (like to medbay so they stay there) and try it, if the chief is off duty he won't assign the 10 engineers. Then try the same sequence.
  2. Ah, I see the problem! Try this sequence instead: 1. SNG, but don't change the crew assignments. 2. Launch 3. Let the default 10 sys and 10 flight engineers go on duty. 4. take the 10 sys engineers off duty, wait for them to get the their quarters. 5. Now take the 10 flight engineers off duty and watch them... they should stop at deck 1 aft corridor. You can also try putting the 10 sys engineers back on duty and watch as the flight engineers all proceed to their quarters. It seems that the initial launch of a new game is the exception to this. As the engineers all start in per qts 2 they will stay there if ordered but as soon as they leave they won't all go back in. I tried the sequence you mentioned and confirmed this.
  3. Just got BCM Gold a few weeks ago and I've got to tell you it's an amazing leap from the last time I picked up a battlecruiser title which was BC3K 1.0. I've only had a few minor problems in that time and most of them I've found ways to work around it, but I've found a few repeatable items that I could find no info on in the VCF, the manual, or here. I'll start with the easy ones The manual says that Personnel Qts 2 holds 40, which makes sense as the largest crews have 20 sys engineers and 20 flight engineers. But try starting a new game with a firestorm class carrier and send all your engineers off duty. 10 of them will be stuck in deck 1 aft corridor. Take any 10 of those who made it to their quarters and put them back on duty, the 10 stuck in the corridor will go right on in.
  4. Hang on SC, I've been running BCM Gold with the specs below for a few weeks now at 1024 x 768, 32 bit everything, the AA on at 4X and not only am I getting an average of 60fps but I gotta tell you this game looks fantastic! But after I destroyed a few ground bases I had things slow to a crawl as well, but ONLY in tacops while in planet view mode (the planet I had just bombed). Not just zoomed in on a mission zone but ANYWHERE in planet view. However, as soon as I zoom back to space view or leave tacops altogether I'm back to running at normal speed. I've seen this issue elsewhere on this board, someone mentioned that after they RANDOMed a planet they had massive slowdowns when viewing said planet in tacops. I can't find the thread anywhere but I remember it was the exact same symptoms as we are having here, it was after the rebuilding phase had begun and someone asked the question "could it be all this AI rebuilding?". Now the rebuilding may not be the problem directly but something IS happening after buildings are destroyed on the surface. Besides the AI rebuilding I don't know what the game does down in the dark corners of it's code, for answers to that question we must defer to the expert: Derek, what say ye?
  5. I have seen this as well. It seemed to be random from one starstation to another as to which parts would have normal levels (a few thousand, on average) and which would have several trillion. Kind of amusing to wonder where they store 17 jillion reactor cores... also amusing to imagine armed intruders running to the station's hangar bays with one under each arm.
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