Contract: Renegade Suppression (v. 2.3.0.2793)
I started this save with the initial release of v. 2.3. I accepted the Renegade Suppression contract, but I am unable to complete it. I have completely destroyed the target base and all tagged blocks, but I still have a marker for the control seat to release the missile, even though it has already been released, and I never get a completion notification.
The order of events: I completed the conveyers. I lacked electronics and silicon, so could not complete the control seat. I destroyed the turret with the included fighter. Once the turret was destroyed, I used the grinder to grind down all tagged blocks. I returned to the rendezvous, completed the control control seat with electronics obtained from the renegade base, then released the missile by going into "Controls" when hitting "F" at the connector (not the control seat). When I noticed the control seat was still tagged, I entered the seat, but I cannot figure out anything I can do.
How can I complete this contract?
I have the same bug
I ended up abandoning the contract and proceeding to other contracts, then retried this contract. This time I launched the missle from the control chair, then finished off what remained with the fighter, and this time the contract finished successfully.
I ended up abandoning the contract and proceeding to other contracts, then retried this contract. This time I launched the missle from the control chair, then finished off what remained with the fighter, and this time the contract finished successfully.
Same bug, same solution...
Same bug, same solution...
I found a reliable way to reproduce this bug. If the player repairs the conveyor and launches the rocket before repairing and entering the control seat, the GPS marker stays on the control seat and the mission never completes. If the player repairs the control seat and sits in it first, the marker disappears correctly and the mission completes normally after destroying the remaining objectives.
I found a reliable way to reproduce this bug. If the player repairs the conveyor and launches the rocket before repairing and entering the control seat, the GPS marker stays on the control seat and the mission never completes. If the player repairs the control seat and sits in it first, the marker disappears correctly and the mission completes normally after destroying the remaining objectives.
Alex, you're a true betatester!
That's what is missing with this alpha :
It's an alpha with the spirit of a beta.
Players don't want to look for bug, they want to play.
There is no list of known bugs. We don't know what they are working on, if our report status, known? planned? currently on it? Fixed?
There is no structural feedback, no example pinned....
I must admit that until now i'm rather a player than a tester but if they told us : "mess up as much as you can with this block." I would certainly do.
All that to say, i love your comment.
Alex, you're a true betatester!
That's what is missing with this alpha :
It's an alpha with the spirit of a beta.
Players don't want to look for bug, they want to play.
There is no list of known bugs. We don't know what they are working on, if our report status, known? planned? currently on it? Fixed?
There is no structural feedback, no example pinned....
I must admit that until now i'm rather a player than a tester but if they told us : "mess up as much as you can with this block." I would certainly do.
All that to say, i love your comment.
"After leaving the mission area and returning, the GPS marker on the control seat reappears, even if the remaining objectives have already been destroyed. The mission never completes."
"After leaving the mission area and returning, the GPS marker on the control seat reappears, even if the remaining objectives have already been destroyed. The mission never completes."
Yep... that happened to me too. I repaired the conveyors, added ice to the system, then completed the control seat, which I sat in and used the "P" key to unleash the missile. The mission marker disappeared from the control seat.
I saved and exited the game, meaning to complete the mission the next morning. Well, guess what was on the control seat when I went into the game? You guessed it!
Yep... that happened to me too. I repaired the conveyors, added ice to the system, then completed the control seat, which I sat in and used the "P" key to unleash the missile. The mission marker disappeared from the control seat.
I saved and exited the game, meaning to complete the mission the next morning. Well, guess what was on the control seat when I went into the game? You guessed it!
In my experimenting with this issue, I have found that once I fire the missile, the icon on the control seat disappears. I enter the armed ship and attack the renegade base, completing all objectives. I return to the staging base and as I approach, the game autosaves and the icon reappears on the control seat.
In my experimenting with this issue, I have found that once I fire the missile, the icon on the control seat disappears. I enter the armed ship and attack the renegade base, completing all objectives. I return to the staging base and as I approach, the game autosaves and the icon reappears on the control seat.
I have a scavenger mindset. It offends me to use a missile to create indiscriminate damage to a target grid when I can infiltrate of steal all the valuable components (have you seen how much the trade station will pay for gravity cores?).
More specifically, the instructions only suggest that you use the missile so gating the mission stage on using P from the control chair is totally unreasonable. Also unreasonable is the missiles hydrogen thruster lighting up while the connector is locked. As is the concept of parking brakes on a static grid.
Perhaps, when more automation blocks have been implemented, you can change this to a hot key set up for the command seat and it will make a little more sense, teaching the player something about launching missiles. However, the mission objectives need to be changed to either explicitly require the missile launch, or accept the destruction of the renegade base elements by whatever means the player choses.
I have a scavenger mindset. It offends me to use a missile to create indiscriminate damage to a target grid when I can infiltrate of steal all the valuable components (have you seen how much the trade station will pay for gravity cores?).
More specifically, the instructions only suggest that you use the missile so gating the mission stage on using P from the control chair is totally unreasonable. Also unreasonable is the missiles hydrogen thruster lighting up while the connector is locked. As is the concept of parking brakes on a static grid.
Perhaps, when more automation blocks have been implemented, you can change this to a hot key set up for the command seat and it will make a little more sense, teaching the player something about launching missiles. However, the mission objectives need to be changed to either explicitly require the missile launch, or accept the destruction of the renegade base elements by whatever means the player choses.
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