I have a fleet with a lot of missiles, and I want to attack a shipyard that is 3 tiles away. The first screen snapshot below shows that my ranged missile attack is supposed to have a range of 5 tiles. The second screen snapshot shows where my fleet is located and where the shipyard is located (3 tiles away). The third screen snapshot shows the range circle, which is only 2 and a half tiles for some reason, and the popup that appears when I hover over the target shipyard and
PaulLach
[quote who="tid242" reply="1" id="3846234"] They switched to a slider. It's not very intuitive what it does, by its description, but here you go friend.. hope this helps, cheers, -tid242 [/quote] Thank you, thank you, thank you! You are right that "Nebula Opacity" is not a very clear way to describe what it does, but I am glad to be able to set it to 0 and get rid of that annoying "feature". I understand that some people may find
I recently posted an issue with selecting a shipyard when a combat result icon was over the same cell. Now, I am finding that, as I am playing the latest version (see first screen snapshot below), the game has other similar issues. I have included a link to a save (below) that should allow you to replicate the issue by performing the following steps: From the planets list, select the core world named "Merrill III" (see second screen snapshot below) You sho
I have always been annoyed by the "cloud cover" that seems to appear randomly when you load and play a game. The screen snapshot below shows an example of what I am talking about. I believe a recent version provided a toggle switch in the Options that would let you turn this off, but the "cloud cover" is back in 0.91 and I cannot find the option to turn it off again. If you intentionally removed the option to turn the "cloud cover" off, why? If it was an accident, pl
[quote who="slarjy" reply="1" id="3846128"] I think the ideology mechanic looks great on paper but in reality it is crap as of now (Beta 0.91). [/quote] I strongly disagree. I thoroughly enjoy looking through all of the ideology traits and trying to figure-out which ones I want to get. Then, making decisions throughout the game to get points in the desired ideology so that I can eventually get the desired trait. I think this contributes to the strateg
[quote who="Unikraken" reply="6" id="3846053"] Hi Paul, any chance you happen to have a save file we can take a look at? We fixed an issue like this a while back, but it shouldn't be happening anymore, so we'd like to hunt down the conditions this is happening. [/quote] The link below is to a save from the game that I am currently playing. I do not have one from right before I capture a world with no capital, but as I continue to play, I will try to get one. It may be
[quote who="DerekPaxton" reply="25" id="3845724"] That's interesting. I also worry that giving range to everyone will make missiles less special. I wonder if it would be cool if kinetic attacks disabled repair for a time? [/quote] That is the type of creative thinking that would make each weapon more interesting. Here are my suggestions: Missiles keep their current ranged attack ability Beam weapons can blind any targeted ship(s) wit
As I read the following text, it appears that something needs to be added after the word "of" and before the period. I suspect that the name of a world is what is missing, but I do not know. Wouldn't it be nice if what was missing was "the universe"?
[quote who="Basilisk83" reply="1" id="3845684"] this might be due to the building being destroyed in the invasion. [/quote] Interesting. How do you know if any buildings were destroyed during an invasion and, if one or more were, which ones were they? If a building was destroyed, was the underlying cell also destroyed? It appears that the game might need to provide more information to the player about the results of an invasion.
I have mentioned this in the past, but I want to bring it up again since it is still in 0.9. Occasionally, when I capture a Core World, the world does not have a capital city and it does not have a capital city improvement available to drag and drop onto a cell. Below is a screen snapshot of an example of this. If this is a bug, please fix it. If it is intentional, what is your logic for doing this? <img src="https://cdn.stardock.us/forums/64/79/6479257/e81cc5a
This is the first time I have seen this popup window so I am assuming that it is new in 0.9. It is asking me to make a decision that will affect the Loyalty level of Zack Mue, but it does not tell me what his Loyalty level is now. Don't you think this would be important information to provide in order for the player to make an informed decision? Given that there seems to be a pattern of asking the player to make a decision without providing the information necessary to mak
A new feature that I like is the addition of the markers indicating that a battle took place there during an AI turn that resulted the loss of one of the player's assets (ship, shipyard, etc.). However, if the marker is in the same place as a shipyard (see screen snapshot below), you cannot click or double-click on the shipyard to select it because the marker is eating the clicks. Note : This scenario occurred because an AI destroyed my shipyard and then, when I
I am open to different ideas on how to provide the information to the players. My main point is that the current method is repetitive and annoying and, in the case of asteroid miners, confusing. I think the higher-level suggestion is to combine all of the things that happened between when you chose to end your turn and when you can select objects (ships, planets, etc.) again on your next turn in one popup window or, as slarjy suggested, in the form of left panel messages.
Background : Players have the ability to send ships on journeys that will take more than 1 turn/month to complete. When the player clicks on the icon to go to the next turn, the game will automatically move those ships as far as they can go in one turn. At some point, the ships arrive at their destination during these automatic moves that occur at the end of the player's turn. When that happens, the game will display a popup window either informing the
In the early to mid-stage of the game I do not equip my ships with any defensive items. To me, the benefits gained with defensive items do not outweigh the benefits gained by missiles. I do, however, add a Foundry (+4 repair per turn) because I find the ability to quickly repair tiny and small hulls to be valuable.
As you mentioned in the upgrade list for 0.9, I can no longer get more than 1 culture items per culture point (dagnabbit! I enjoyed being able to make all of my worlds have a class of 61 and be able to give my fleets a logistics value of over 200). However, the user interface still behaves differently when you are selecting culture items during your turn and when you are selecting culture items during an AI turn. Spending culture points during your own turn: <
I am getting some bad graphics when I zoom out and then drag the screen around. The first screen snapshot below looks fine, but if I zoom out a little farther, I start to get trails as shown in the second screen snapshot below. Then, if I drag the screen around a bit, I get the mind-bending graphic shown in the third screen snapshot. Is this a problem with the software? My hardware? Something I ate for breakfast? <img src="https://cdn.stardock.us/forums/6
I will also add my voice to the "missiles are the only way to go" conclusion. The ability to do ranged attacks as well as direct combat is a huge advantage, especially with large fleets of small ships. I have found that I can destroy starbases, shipyards, and enemy ships with ranged attacks and never have to engage them in direct combat. I also agree with the voices that say that the attributes of the 3 weapon types need to be seriously adjusted. One of the intriguin
The "Environmental Shield" that is supposed to be available from surveying anomalies does not seem to be appearing in the list of available upgrades. The first screen snapshot shows that it can be chosen, the second screen snapshot shows that it was successfully recovered, but the third screen snapshot shows that, when a ship was next able to upgrade, the Environmental Shield was not available. Please check this code to make sure it is working correctly. <img src="https:
I completed a mission for the Burran and was presented with the following screen. Notice that the third option talks about Durantium, but the hover text talks about Helios Ore. Which one is correct? Please fix the text for the one that is not correct.
I just started a new game using version 0.9 and the first thing that I noticed that was different was that the constructors no longer have the circle around them that indicates their range. When you get close enough to a resource the graphic indicating that you are close enough to mine the resource appears, but the circle was also very useful in determining the radius of effect before approaching the resource. For example, if I want to position a constructor to be able to create
From my point of view, improving the late game performance is very important. It is very frustrating to slog my way through each month as the game gets slower and slower and slower ... I have just quit my last game for this reason and started a new one.
[quote who="slarjy" reply="13" id="3844508"] Quoting aerez4546, reply 9 The single most groundbreaking change to be made to any game in the history of computer gaming... EVER ! Not nearly as big as fixing the blocking modals for events would be. AFAIAC, the game is not finish
I agree with Basilisk83 that it would be desirable to have different roles that have different strengths and weaknesses and to be able to assign those roles to the ships that we choose to build. This would add a lot more thinking to what you want to build based on what you see your opponents building. Right now, I research missile and fleet size technologies and destroy my opponents with overwhelming force. It would be more fun to destroy my opponents by choosing the hull si
I do not have a save prior to this occurring.