When increasing the number of modules on a mining star base, they get more elaborate as the modules are added. Until you add the final mining module, then goes back to very plain star base. Shouldn't they keep adding pylons and do-hickeys as you add modules (to a certain point), but not lose decoration? Almost full mining star base &n
lordduzi
Bringing up old post because issue is still not fixed. There is a display showing range out to 4 from ship, but you get out of range when trying to launch the missiles.
I am experiencing this also. If a probe or freighter ends turn within attack range of ships on a heavily defended anomaly are on the map, they attack the probe or ship. I have also been able to shoot missiles on exposed heavily defended anomaly ships.
It looks like treasure hunting rewards have been reduced, but getting 9 credits seems a little low.
Maybe Stardock should set the default setting for Nebulas lower?
Thank you for labeling the fleets with Super Bowl numbers, like Sol XLI. [e digicons]O:)[/e]
I am actually surprised that you can just move through an enemy fleet. The hexes are huge, 10s of thousand miles or kilometers across. Our itty bitty space ship that might be 1000 feet long, still could easily slip pass by another fleet in same hex.
Part of my thought process includes people who don't speak English as a first language. The voice over can give them a good idea how to say things while reading the text.
In my opinion this should reward a colony ship, but instead it rewards a constructor. What is your opinion?
I would consider this up to 4 hexes away, per note on missile attack. But as you can see it says my ships are out of range.
The voice overs are very nice, (Battle Mode). But the text does not match what is being said, word for word. Please either change text or change the voice over.
I am asking to have the AI scout more efficiently. I have come across a stack of probes on 1 hex. Just the next turn I came across of a stack of 3 (not the probes pictured). If they are scouting, they should move away from each other to scout more territory. My probes go into different directions to scout more new territory.
No jokes, please:) But can the AI recognize that there is nearby friendly probe and move it away from the friendly one. The AI is now building 4 or 5 probes, then they are get sent to same place. See below, my ship is yellow green, 3 alien probes with its scanning range.
Please remember you can hit tab to move to next ship or fleet. If you don't want to decide on that ship or fleet right now.
When creating a race, select a starting star system, Terra, Kryseth, etc. All of them have complete descriptions of what type of planets are in the that start system, Ra'nagoh. The description says "The home system of the Korath".
Thank you, that worked.
How do you delete the orbital stations like Space Elevator?
I went to create a star base. I centered between 3 resources, but none were within the radius of the constructor. In the past, I could create a generic star base, then next turn add support extension ring and mining barracks. But in this version I can't. Please add a generic option in the drop down window.
In my current game I was just told the "Sylne Technocracy has been destroyed", should this be Slyne?
What if I have installed through Steam?
A map view further out barely shows where the durantium is. It is hidden behind the star in double colony system between the 2 slipstream gates. I only really found when I went to build an economic starbase, and found out there is something to mine. I have had issues with moving asteroid miners into asteroids that circle a star. Maybe there should be something put in place to have 1 hex space open surrounding stars?
Since I am looking at my list of rally points, do they need to named Deep Space Rally Point 1 or Tombaugh Rally Point 1. The names are so long they don't fit the assigned column width. So how about removing Rally Point from the names?
Now there are freighters in the selection screen with colony, transport, and supply ships.