save on carrier pop, should happen almost instantly, twice.
Ok, just loaded that up and the two on Murdoch do pop quite quickly, but they're spawning units. For some reason the units don't seem to spawn next to the carrier itself but not all that far away.
Because the AI population is already pretty high on that planet it converted the two 1000-mkIII-chameleon carriers into a total of:
73 MkV Chameleon
23 MkV Flak Guardians
7 MkV Artillery Guardians
10 MkV Beam Guardians
7 MkV Lightning Guardians
Translation: Ow
Do they really not spawn anything when you try it? To check, see if you wind up with any mkV chameleons under the planetary summary, or mkV guardians in general.
yes, 0 spawns, this happens to me every time i pre pop carriers too much. every time stuff gets at mk III area. 100% of the time in that save. i get message tha says carrier relasese blah blah 0 units. Screenshot of what it looks like, from 2 seconds after the previous save.
I'm using pretty outdated backup computer currently ,and i'm noticing some other glitches, like tackle drones not moving in intense fights but... This one is pretty major and shouldn't really be hardware dependant.
Couple of other bugs i ran into:
1. AI corvettes always have lvl 1 modules regardless of the ship mark
2. Youngling fireflys sometimes spawn as planetary reinforcement. not a big deal but its only youngling that does this.
3. Flame wave projectiles aren't saved in save games, they disapper if you load a saved game with flame wave shots in it. Tested this around a bit and took out all nebulae bases that use flame wave in one nebulae in a row without losing single health. Not really big deal in normal gameplay but something that shouldn't happen.