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Author Topic: [0.15.3] Crewbug not fixed  (Read 597 times)

Rothen

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[0.15.3] Crewbug not fixed
« on: December 04, 2017, 12:10:25 AM »
After the Hotfix my ship needs still a lot of officiers.
Build new ship does not help.

Bug also in singleplayer/crative without mods.
Found new Ship, load blueprint from the same ship. Ship needs officiers without crew.


narhiril

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Re: [0.15.3] Crewbug not fixed
« Reply #1 on: December 04, 2017, 02:53:54 AM »
Something else is odd when you mouse over the crew bar.  It's easier for me to just show you.






Maybe this will help narrow down the source of the problem.

Proximar

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Re: [0.15.3] Crewbug not fixed
« Reply #2 on: December 04, 2017, 04:36:25 AM »
The game seems to be requiring command officers based on the ship properties instead of your crew. If you have no crew and add many unpiloted fighters, you need to hire sgt. etc. or you lose morale. If you add turrets, the game thinks you have a full number of Gunners onboard to use those turrets. If you add a block that requires 50 Mechanics, it thinks you need enough sgt. etc. to organize 50 crew even if you have no crew onboard.

It is also maybe calculating based on untrained crewmen.

koonschi

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Re: [0.15.3] Crewbug not fixed
« Reply #3 on: December 04, 2017, 09:59:00 AM »
Ships requiring officers without crew is the way it should always have been. It's so you can plan ahead and see how many officers a ship requires, even before you crew it. I do agree though that this should not necessarily lead to the crew leaving immediately.
#define TRUE FALSE // happy debugging suckers

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Rothen

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Re: [0.15.3] Crewbug not fixed
« Reply #4 on: December 04, 2017, 12:08:57 PM »
The old tool tip was enough for me to plan ahead. But game mechanic is your part :-D


I suggest this moral Formula:
- Generals leave slowly with contdown if you don't pay them.
- Commanders leave slowly if you don't have enough Generals.
- Lieutenants leave slowly if you don't have enough  Commanders.
- Sergeants ...

Maybe with a moral bar for every rank.