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  1. Not seeing them on Fire Fox or Chrome. I accomplished a ctrl + F5 reload. Rebooted my puter. I had them when they were released to the test group, but now they are gone. All other aspects of the new release are there, just not the range circles.

    0 votes
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  2. These bugs come from this thread.

    http://planets.nu/discussion/intercepting-a-target-that-is-far-away

    First bug confirmed.

    1-. You must be within 200 ly of a ship to intercept it but the game it not set to this 200 maximum LYs.

    Second one to be confirmed but since I am not sure if I can edit this message and it has been mentioned in the same thread. Just in case.

    2-. If the ship which is to be intercepted cloaks and is still cloaked at the time of intercepting, the interceptor's mission is reset to 'intercept' (with no target ID number) and the ship does not move.

    13 votes
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  3. In game 22968: New Bohemia System, I have been trying to transfer mega-credits from planet #231, but the next turn the MC are still on the planet and the ship has moved away without the MC.
    Check turn 37, the ship has MC on it, then turn 38, the ship doesn't have it any more. This has happened before; I just realised it is a bug.

    1 vote
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  4. Had Amphibians show up on my homeworld during a single player game, but did not get the benefits (T10 beam weapons). Tried waiting a few turns as well.

    1 vote
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  5. A towing bug, discovered when lower warp speed ships with lower id manage to reset the warp speed of higher id ships with superior warp speed and towing capability just by getting a tow lock. According to Donovan's, warp speed should be reset in accordance to towing superiority, not tow lock order.

    http://planets.nu/discussion/towing-bug
    http://planets.nu/discussion/bug-both-mission-and-waypoint-order-unexecuted-during-tow-attempt

    11 votes
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  6. 1 vote
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  7. There is an annoying bug when you try to chunnel with a towed FC, the interface allows to set a target and when you click on the towing ship, part of of the interface is not there (cannot cancel tow mission). Best way would be to display a warning that the fc is towed and have a check button to cancel the tow (if towing ship is a borg ship).

    1 vote
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  8. There is a thread about this one.

    http://planets.nu/discussion/bug-ship-id-reuse-allows-towing-ship-to-see-type-of-ship-built

    With the way the code is now, a towing ship can see the name of the ship being towed even after that ship explodes and is replaced (due to a build) by another (not being towed) ship name. Since all builds result in the type of ship for its name, you get to see what was built.

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  9. I noticed that if you put mine sweep on freighters they will detect minefield just as well as a destroyer or cruiser with beams so no early detection would change the game a bit

    1 vote
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  10. Allow the ability to set a defined value on a planet for Mines, factories and defense and the priority to build them and if supplies should be sold to do so. Ideally there should be a button to do the build so you can avoid having to go to each planet and building each. This is more critical as you are developing planets as your ownership of the planets is early. Would save a bunch of time. Thinking back this was a feature in winplan from what I recall that was really a time saver.

    3 votes
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  11. I am no longer receiving any emails from planets. No messages from other players, no turn reminders. Nothing.

    0 votes
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  12. It would be nice to be able to see messages that you sent somehow. Either maybe sending a copy to your email address or having a send category in the message view

    8 votes
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  13. When I originally created an account, I typo'd my email address so I never received the email activation message. I did change my email address after I noticed it, but when I attempt to play a game, I always see the message: "Account Info: Your account has not yet been activated. Check your email inbox for your activation email. Once you activate your account you will be able to start playing standard games."

    How can I get a fresh copy of the activation email to confirm with?

    4 votes
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  14. I'd like to be able to "hide" ready ships, planets and starbases so that when I click "next" it will move to the next item that are not ready.

    If I have for instance checked almost all the ships, today I have to go through all the ships to see if any of them are missing the ready checkmark.

    6 votes
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    Great idea Lars, so good that’s exactly how it works.

    As CY stated just click on the “All/Idle” toggle so that you can loop through just the outstanding ships, planets or starbases. As he pointed out, if there are no idle ships then you won’t be able to toggle to idle, it will just stay on all.

  15. would it be possible to make a pay/turn option?
    i play only one game with two turns a week. so i have to pay 0,35$ each turn. that is too much.

    64 votes
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    We won’t be changing the cost structure. It has been well received.

    Anyone is welcome to play for free or pay the modest $2.25 – $3 per month for the premium benefits.

  16. Game 22683 - I had an intercept mission fail. Invader (non-cloaker) was on a vector to my planet. I had a ship on the planet, set to intercept the invader. My ship moved to the invaders location in open space. The invader moved to my planet/SB, fought and was destroyed.
    This was Turn 21, my ship ID 27.
    I reviewed the orders using the Time Machine and clearly had things set correctly.

    1 vote
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  17. you can't link back to the gaming site from here..

    0 votes
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  18. In 21385: Dagaba system (http://planets.nu/games/21385) I transferred the contests of LDSF #88 to a planet it was orbiting, and gave it an order to move onward. I closed the game, not finishing my turn yet.

    Once I got back to the game after an hour or two, the contests of LDSF #88 were still onboard and the order to move onward had vanished. Furthermore, the planet now has as much mc's on it as the ship has.

    I couldn't reproduce the incident, so maybe it was network hicup?

    Recap:
    Transfer 700mc, 63 colonists and 200 supplies from LDSF…

    1 vote
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  19. If I can see theirs they can probably see mine, and seeing as I use a few that's a bit of a problem. To be precise I can see the friendly codes of every minefield, those of races I have exchanged ambassadors with and those I share intelligence with. I have no alliances and I have at least ambassadors with every other race so I don't know about those cases.

    3 votes
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  20. In my current game http://planets.nu/games/23910 the UI tells me that all my LCCs will burn 8 kt fuel for cloaking.
    Afaik it should be 5 kt.

    0 votes
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