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Double Agent acting early
Posted: Tue May 10, 2016 8:01 pm
by silverberg
Re: Double Agent acting early
Posted: Wed May 11, 2016 12:58 am
by tw2000
Pirates are always creating new bugs hahahah!
Re: Double Agent acting early
Posted: Wed May 11, 2016 6:14 pm
by janitorialduties
Lol wut...Damn thats Crazy- Far Range DA?
Re: Double Agent acting early
Posted: Thu May 12, 2016 3:46 pm
by zyxe
Clearly you were stacking princesses on that double agent in order to give it insane range.
Re: Double Agent acting early
Posted: Sat May 14, 2016 8:51 am
by janitorialduties
I recently had a bug in my time machine- I sent a Saboteur at a sub, and instead of turning the sub around, the sub disappeared and nearest enemy outpost had an extra 30 drillers.
Re: Double Agent acting early
Posted: Sat May 14, 2016 10:54 am
by silverberg
janitorialduties wrote:I recently had a bug in my time machine- I sent a Saboteur at a sub, and instead of turning the sub around, the sub disappeared and nearest enemy outpost had an extra 30 drillers.
teleporting subs, that's happened to me. The only solution I really found was to not launch the saboteur at the last tick, instead launch it 2-3 ticks before the sub hits, otherwise the enemy gets his stuff back instantly
Re: Double Agent acting early
Posted: Sat May 14, 2016 2:37 pm
by zyxe
silverberg wrote:janitorialduties wrote:I recently had a bug in my time machine- I sent a Saboteur at a sub, and instead of turning the sub around, the sub disappeared and nearest enemy outpost had an extra 30 drillers.
teleporting subs, that's happened to me. The only solution I really found was to not launch the saboteur at the last tick, instead launch it 2-3 ticks before the sub hits, otherwise the enemy gets his stuff back instantly
I've had this happen to me, and Silverberg is entirely correct. Checking the time machine it showed the drillers would only teleport when the sab was sent on the final tick but everything was fine if I sent it sooner.