Artificial phase Stabilizer nodes will not link

Not sure if this was mentioned, but I thought I'd bring it up.

map: Triumvirate

phase node generators:  Antorak class Marauder lvl 7 w/ phase stabilizer researched.  Other, Kostura Cannon

I guess I normally win/lose a match before I build any cannons, but I did want to try to use the cannon's phase stabilizer option on the victim's planet.

situation:  While on the offense against the AI's home system I decided to save time and go for their homeworld.  I did take over one planet and fired the cannon on theirs which was 4 jumps away.  I saw my shot hit, the node was active, I activated the node from the marauder, the planet that my fleet was at said the node was active, but the path was set for the 4 jump instead of the direct route.

Is this done on purpose so that the Vasari need a physical phase stabilizer at the planet such as a gate or Orkulus starbase to use the artifical ones?  I still have the game saved, so I'll build a gate and see what happens.

Here's the images below. You can see that the nodes are active.  My guess is that it would give the Vasari an unfair offensive advantage over the other races.

Fleet Planet

Destination Planet

Resulting Jump Path

edit:  I tested with a Phase Stabilizer built at Enid, it didn't work either.  I don't think the node that the cannon creates works correctly.

22,248 views 7 replies
Reply #1 Top

         Been trying to tell people for the last couple of weeks that phase stabilizers are broken, everyone starting throwing out source codes at me telling me I don't know what I'm talking about.

         Also when you make a phase gate you have to wait like 5 (passive) minutes to like activate before ships will path on it, not sure if thats the way the devs wanted. But it would be nice to at least have a timer on it so we can see when it actually is online.

        Also if you build starbase in the star grav well you can't use the phase gate upgrade it dosent work, the marauder does thou

         Also I wish we had a little more time on the phase gate, cause with big (fleets) they dont all jump together and some get left behind, unless I micro the heck out of it. 

         Cause God forbid a enemy scout waltzes in, the whole fleet stops and turns to attack, by the time I can correct it the timer is spent and I'm hosed. 30 more secs would be cool I believe its 60 atm.

         Bottom line I agree with you, later

edited cause of spelling

Reply #3 Top

Is this still not fixed? I remember this problem from a long time ago and it really irrated me! I'd like to play again and I like the Vasari, but if I run into this same problem, I'll get frustrated all over again.

If it's still bugged, where can we petition for a fix?

 

Reply #4 Top

Well, IC is away of this crap. They just can't find it.

Reply #5 Top

Quoting N3rull, reply 4
Well, IC is away of this crap. They just can't find it.
End of N3rull's quote

Thanks for the quick reply N3rull, even though it's depressing.

Reply #6 Top

away or aware?  I know the Starbase phase and gate phases work together, I think it's just the phasing to where you shot the cannon.  I do think of it as an unfair advantage for the vasari which is probably why it hasn't been fixed yet.

Something like this won't stop me from playing the game since cannons are normally the last thing someone builds anyways.

 

test marauder to marauder and see if that works.

Reply #7 Top

Of course it's aware.
I don't know where the hell it comes from that I think one thing and write another.

And it's not an unfair advantage. Kodiaks screwing the more expensive Enforcers is an unfair advantage if you ask me.