Navigator Bugs

Report bugs in Master of Orion II v1.40 here.

Should +2 Navigators work?

It should be limited to +1
4
29%
The full bonus should apply
10
71%
 
Total votes: 14

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Lord Brazen
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Navigator Bugs

Postby Lord Brazen » Tue Aug 16, 2005 11:25 am

There are several bugs relating to Navigators.
  • You will not be able to pass by a blackhole if your fleet is not located at or heading to your own system. You will have to return to your own system and then travel from there.
  • Retreating from combat can result in loss of your entire fleet if there is a blackhole in the retreat path (even if you have a navigator).
  • Bonuses from Navigators that have leveled (+2 Navigators) do not have the whole bonus aplied. It seems to apply sometimes and not others.
I am sure there are others...

My question is, should a +2 or +3 bonus be applied when you have a leveled Navigator. Or should it be capped at +1. Is a +2 Navigator just to powerful?

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ALEX|D
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Postby ALEX|D » Tue Aug 16, 2005 6:41 pm

I´m fine with limiting it to "just" +1 !

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dirt-bag
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Postby dirt-bag » Tue Aug 16, 2005 11:35 pm

repuslive vs non-rep the saga continues...

any effort to make repulsive even a minor deterant should be viewed positively

charisma races often get +3 navigators

but u sacrifce repulsive and 3 picks for charisma

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siron
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Postby siron » Wed Aug 17, 2005 12:34 am

I had the same first impression. I would try charismatic more often again. So it should be a good fix since charis is underpowered.

Here is a summary of the navigators from this nice leader list (author: vmxa)

I guess main issue is Kronos here...for the repulsive junkies.
http://apolyton.net/forums/showthread.p ... did=129538

MooII Leaders List

Experience Level Leader Officer
Level 1 Administrator Commander
Level 2 Commissioner Captain
Level 3 Director Commodore
Level 4 Magistrate Rear Admiral
Level 5 Governor Admiral

Their skills are listed hopefully at their base experience level. Some Leaders and Officers only appear as certain experience levels.

Officers

Commander Altos, the Alkari Pilot (120 BC now, 2 BC maintenance)
Fighter Pilot +5 +5 per level
Helmsman +7 +8 per level
Navigator +1 +0.5 per level

Commander Aquasarrious, the Trilarian Navigator (90 BC now, 1 BC maintence)
Helmsman +5
Navigator +1
Weaponry +5
(Really Long Name +5)

Captain Caern, the Tulosian Mercenary (240 BC now, 2 BC maintenance)
Helmsman +10
Navigator +1
Ordnance +10
Security +4
Weaponry +10

Commander Hawk, the Astrogator (80 BC now, 1 BC maintenance)
Helmsman +5
Navigator +1

Captain Jarrad, the Explorer (200 BC now, 1 BC maintenance)
Helmsman +10 +5 per level
Navigator +1 +1 per level
Weaponry +10 +5 per level
Diplomat +20% +5% per level

Commodore Karg, the Pirate Captain (780 BC now, 6 BC maintenance)
Galactic Lore +22
Helmsman +22
Navigator +3
Ordnance +22
Weaponry +22

Captain Kher, the Smuggler (200 BC now, 2 BC maintenance)
Helmsman +10 +5 per level
Navigator +1 +1 per level
Weaponry +10 +5 per level
Trader +20% +5% per level

Commodore Kronos, the Ancient Spacefarer (390 BC now, 4 BC per turn)
Galactic Lore +22
Helmsman +15
Navigator +3

Captain Kytryl, the Privateer (300 BC now, 3 BC maintenance)
Helmsman +15 +5 per level
Navigator +2 +1 per level
Weaponry +10 +5 per level
Trader +20% +5% per level
Famous -120 BC

Commodore Mystic X, the Unknown (510 BC now, n maintenance)
Navigator +2
Ordnance +22
Weaponry +22
Assassin 6%
Diplomat +45 (note these are what I got the last time)

Commodore Skaine, the Legendary Pilot (660 BC now, 5 BC maintenance)
Fighter Pilot +22
Helmsman +22
Navigator +2
Weaponry +15
Famous -270 BC leader and officer hiring costs

Admiral Slag, the Armsdealer (1540 BC now, no maintenance)
Helmsman +25
Navigator +2
Weaponry +25
Megawealth +10BC per turn
Trader +75%

Captain Slith, the Rebel Pilot (~100 BC now, 1 BC maintenance)
Helmsman +10
Navigator +1
Ordnance +10
Weaponry +10

Commodore Tulock, the Bounty Hunter (600 BC now, 5 BC maintenance)
Helmsman +22
Navigator +2
Weaponry +22
Assassin 6%
Commando +6

Commander V'Larr, the Idependant Trader? (240 BC now, no maintence)
Helsman +5 +5 per level
Navigator +1 +0.5 per level
Weaponry +5 +5 per level
Megawealth +10BC per turn

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NegativeCreep
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Postby NegativeCreep » Thu Jun 28, 2007 5:55 pm

I don't know if this is known yet, but lately I found another bug related to Navigator which can easily be abused. If you have a fleet consisting of a ship with a Navigator on it and another one without the Navigator you order them to a certain system. You then order the ship with the Navigator back to orbit but the other ship will keep having the Navigator bonus. If you keep a frigate with a Navigator in a nebula system this can be very helpful, but is bug-using.

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siron
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Postby siron » Fri Jun 29, 2007 12:47 pm

This thing is considered as feature.

Yxklyx
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Postby Yxklyx » Fri Jun 29, 2007 1:42 pm

I don't know if this is known yet, but lately I found another bug related to Navigator which can easily be abused. If you have a fleet consisting of a ship with a Navigator on it and another one without the Navigator you order them to a certain system. You then order the ship with the Navigator back to orbit but the other ship will keep having the Navigator bonus. If you keep a frigate with a Navigator in a nebula system this can be very helpful, but is bug-using.
The Navigator is giving the other ships pointers on navigation - hence the speed increase. Makes sense to me.

marhawkman
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Postby marhawkman » Fri Jun 29, 2007 4:59 pm

honestly I don't see a problem with having the navigators at +3...

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TheDS
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Postby TheDS » Sat Mar 15, 2008 10:23 pm

The Navigator-bleed-over "bug" might just be a display bug.

OTOH, you can assign a ship to go somewhere, then assign your navigator to go there as well (from the same place), and the two ships might not merge into a single fleet, resulting in two different arrival times. (Had that happen once; sorry, haven't bug-hunted for it since to verify it always happens.) So maybe it's not a display bug.
Why do they get to attack me without war being declared, but I can't do the same?

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Time
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Postby Time » Tue Aug 18, 2009 4:27 pm

I voted to keep the bonus as is too.
It's random who actually get a Navigator Leader, and they have to pay for him each turn to keep him, possibly removing him when they are full or a better one comes along. Now, I don't routinely play the "chase after the attacking fleet", type of game much. This would, of course, be compounded even more, if the player chose the race pick TransD, too.
(I'm not sure if that has been lowered in others games, I lowered it to 4 pick cost in mine, because, it was never chosen)
Perhaps, Others need to consider TransD as a defensive choice to an opponent's Navigator Leader obsession.
I did read in the Manual that a race with the Warlord Race Pick will increase it's leader's level by one (Page 26, Warlord), just like it does for ship crews.
Also, when TransD is worth 4 Picks, it can be selected as an Evolutionary Mutation to counter another players good fortune of a High Speed Navigator.

And Thank you for the poll to consider our opinions for feedback.
:D
MOO1 Fan, MOO2 Fan, MOO3 needed too many changes = hopeless, getting older waiting for a MOO4 (still).

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Juju Dredd
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Postby Juju Dredd » Sat Sep 05, 2009 2:26 pm

I agree, Repulsive is too often worth to take.


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