Use of starbase phase gate and capital ship phase gate (bug?)

Hi everyone,

Have you ever gotten the starbase phase gate upgrade to actually work, or the capital ship (Antorak Marauder) phase gate to work? For me, my ships will always follow the normal phase lanes instead of the direct link. I have my fleet at a planet with a phase gate (the structure itself) and I activate the phase gate ability on my starbase, but they still take the long way. And when I try to jump to a planet that has a phase gate on it, while my fleet contains an Antarak Marauder with phase gate activated, they also take the long way around. I am trying to jump within the same system as well, not between stars. It seems to me that the game periodically "evaluates" where the phase stabilizer nodes are, and somehow the game just always misses the starbase or the capital ship. I had the same problem with trying to jump a fleet from an enemy planet (the fleet contained the capital ship with the active ability) to another enemy planet that had been struck by the Kostura cannon. Ideas?

37,002 views 25 replies
Reply #1 Top

yeah; one thing to remember is that the destination AND the point of origin MUST be Phase Stabilizer Nodes. I've used this with a couple of Vasari games I've played against the comp.

Reply #2 Top

Remember that Antorak's Stabilize Phase Space is channeled. If you turn it on and then order the fleet to move (and in the process you order the antorak to move), the channeling is broken and there's no phase gate there anymore.

Reply #3 Top

Maruders phase gate isn't channeling in etrenchment. Phase gates always works for me. You can jump with a fleet with maruder into enemy planet hit by kostura destroy everything and return back with maruders phase gate. it works i tested it even with two maruders or maruder + starbase

Reply #4 Top

O.O

^_^'  

Reply #5 Top

Yeah, I know it's supposed to work that way...but something's wrong. It happened again today...I have a fleet at planet A, which has a phase gate. I have a starbase at Star B, which has the phase gate upgrade. I click the ability so it's active, then I order my fleet to the star. They will not jump directly there.

Reply #6 Top

I didn't tested starbase phase gate on star because i dont have expansion really long, but i agree with you on this. SB gate on star dont work properly. Maruder works fine because it can target stars but stabase targets only planets, i checked it in game files. I think it is a bug but maybe devs dont want to have phase gate on star. Anyway if maruder can stabilize star then why SB cant? It should be fixed.

Reply #7 Top

yeah, just little things with target filters. Maybe the devs should pay a little bit more attention *facepalms self in devs' place*.

Reply #8 Top

Do you think the devs know about the problem, or is there a way to bring it to their attention?

Reply #9 Top

they might or might not know. I have PMed Blair Fraser with some Modding Questions (specifically conserning harcode limits), but I have yet to receive a reply.

However, tell Deceiver_0 about it. He will post it in the Patch Stat Changes Forum.

Reply #10 Top

I sent him a brief PM - is he one of the developers?

Reply #11 Top

yeah. i noticed this one. i think they don't know this is happening. thanks for sending them a msg in behalf of all of us.

 

Reply #12 Top

It sounds like the problem might be mostly related to starbases on stars. As for the Marauder, do you have to leave it behind, or can it jump with the fleet?

Reply #13 Top

Deciever isn't one of the devs; he is however maintaining a patch stat changes thread that IC DOES look at. He is an active community member.

Also, most devs will have a 'moderator' bar under their name.

Reply #14 Top

I have also noticed that recently constructed phase stabilizers will take a couple of minutes to kick in. I always figured that there must be some counter in there that makes you wait, but I'm not sure. I have also had the problems with the starbase and marauder's special phase stabilizing abilities not working at all, anywhere.

Reply #15 Top

I did some testing and came to a few conclusions:

The only broken thing is starbase phase gates on stars.

The marauder ability works fine, even coupled with the Kostrura cannon. The marauder can move around and even jump with the fleet while stabilizing phase space.

No one can build starbases on magnetic clouds because they disable abilities, and "deploy starbase" is an ability on each race's respective building ship.

Reply #16 Top

The only broken thing is starbase phase gates on stars.
End of quote
The phase gate erratic functioning has a long story of not working in the most annoying and random moments.

I haven't used Marauder much recently, but I have had its phase gating fail a number of times in a number of situations in the past. Many others did as well.

Reply #17 Top

the Orky's Phase Gate on stars doesn't work because the Orky version's target filter does not include stars. I forget where on the forum (I think the modding forum of this site), that details how to change that. For some reason I am unable to find the file that I made that included the instructions. It's probably on my other laptop (yay for 64-bit+Sins!)

Reply #18 Top

Might be a bug, but definitely an annoyance: I've sometimes noted that ships won't always jump directly to the target planet if there's multiple phase gates around the star - by which I mean, it will instead hop to a planet near the target, instead of going directly to the planet.

Reply #19 Top

Quoting N3rull, reply 16
The phase gate erratic functioning has a long story of not working in the most annoying and random moments.

I haven't used Marauder much recently, but I have had its phase gating fail a number of times in a number of situations in the past. Many others did as well.
End of N3rull's quote

 

Yeah, I played a real game again tonight, and it seems that when you most need them, they don't function correctly. I had a Kostura cannon/Marauder  problem that prevented me from getting to a battle on the other side of the map.

Reply #20 Top

This is one of the reasons I haven't played in a long time. I have the original Sins, updated through Impulse of course, but not Entrenchment. This problem started a long long time ago. I like playing the Vasari, but when trying to make a jump, the fleet will quite often take the long way around. I've had it happen both with a Marauder fleet to a stabilizer node and vice versa. It's quite annoying. I'm sorry to hear it hasn't been fixed yet.

 

Reply #22 Top

I have also noticed that recently constructed phase stabilizers will take a couple of minutes to kick in. I always figured that there must be some counter in there that makes you wait
End of quote

                     I said the exact same thing in another post and was told I don't know what I'm talking about .

   You see in the original sins phase stabilizers had anti-matter for RA and for phase jumping ships.

                             After I built a PS it would take like roughly about 5 mins for the PS to have enough anti-matter to jump the ships.

                                  Now it seems to be some passive waiting period all I think they did was to just get rid of the anti-matter bar and not the waiting period involved(I called them lazy and retarded.....really not the best approach), but I suspect that its because the devs figured its ok as it is and IMO its not ok.

BTW much to the aggravation of the regulars I will keep posting and responding to this cause it REALLY needs fixing please.

 

Reply #23 Top

Antimatter still has nothing to do with the Phase Stabilizer effect and never did. Nor is there a built-in timer, nor was there ever one.

 

:fox:

Reply #24 Top

the marauder's ability is channeling but the marauder can move while using it. so it can still be interupted.

Reply #25 Top

Marauders can use their own stabilization now?????????????????????????

Tell me you aren't fracking teasing?!?!??!