More on B4D

Bugs and polish-

1. Lots of image files missing - such as images for Fundimentalists, for ship scrapping.

2. Torians had (minus) -2117710212bc in trade screen.

3. Could ship info pop-up display maintenance cost?

4. Turn 'busy' button needs to match up with AI processing more closely, it used to do this fine but the increased multi-threading has me totally confused as to when the turn button is live and the AI having a break. Perhaps as the AI is on the go most of the time now we need three AI states = a) busy, b)busy but ok to use if a little laggy and c) completely clear ok

5. The Galactic wonders - once per race or once per Galaxy, seem to stay present on the select list on other planets after they have already been built. Further, it would be a big improvement if these one-off projects warned you if selected to build them when already being built elsewhere.

6. I have fifteen AI constructors sitting around one of my starbases on a resource. It apears that all recources are built on and the AI keeps on churning them out - a waste of a lot of resources and rather dumb!

7. I have reported this one before when I have starships guarding starbases (sitting on top of them) enemy ships can destroy the starsbase and leave the ship sitting there unattacked.

8. Two of my auto-surveying ships simply gave up the ghost mid/late game and I could not get them to survey again no matter what I did.

9. All my 'quick purchase' options in military purchasing (and social? cant remember)in B4D have-
"pay £(real value) plus£(zero) for zero months"

10. Comma's in number fields please? 1,000 10,000 etc. I bought an item for a factor of ten too many and bancrupt myself yesterday! oops LOL

11. Colour coding of social projects in the pick list? such as red for milliary, green for planet improvements, yellow trade etc would help me.

Incidentally I have had a really good fun on a huge map game set on dumb. I went out for a tech victory, changed my mind to Influence then got impatient and went to war on the Arcians! Great stuff. ;p
263 views 9 replies
Reply #1 Top
Steeveodeevo,

#2: There seem to be overflow problems for both treasury and tech. This shows up most glaringly in the end game summary screen.

#3: I like it. :)

#5: I've never had a problem with this one. Once something is built by me or by one of the AI races, if it's a "one of a kind" type construct it vanishes from both the selection lists and from currently building queues. There _was_ a comment that it wasn't being correctly removed from planetary governor build queues.

#6: I agree, once all the available resources have been consumed the intelligent use of constructors by the AI races seems to go out the window.

8: The only time I have ever seem the behavior you describe is when there are no anomalies within range that the ship can get. If there are no more anomalies left in the galaxy the ship falls out of auto-survey. I'm pretty sure the same thing happens if the anomalies that are left are out of range of the ship.

Reply #2 Top
#7 - I've seen transports destroyed in convoys instead of battleships. Why should starbase be any different? Unless, IF a ship could dock with a base and add its defense to the base defense, its HP to base... hmm? Starbase has 5 spokes, 1 for each ship.

#3 - ship info should include ship's homeworld. Great for freighters.

#5 - I usually sort social projects just after assigning wonders, looking for dups. your idea would save me a look. This could be combined with #11, wonders being built would change color on project list, as in Civ3.
Reply #3 Top
#7 sounds like a BUG to me. Somewhere on this forum in the past Brad said something about the "order of battle" that was somewhat like: "The ship with the strongest defense is selected first to repell an attack."
Reply #4 Top
I like #5 and #11 especially--anything to make it easier to keep track of what's going on.
Reply #5 Top
And, I just had a Torian ship take out a starbase which had FOUR defenders parked on it [#7]. I hate that!
Reply #6 Top
It's probably late to suggest this, but...I'd like it if, once you changed a ship name, the new name would become the default name for any new ships of the same class.
Reply #7 Top
Hrothqar - bad idea. I like to rename (drop USS) the ships I donate/sell to AI. It brings them to the top of my ship list in the diplomacy screen.

SD did add a cursor to ship rename box in B4D but when I hit any key, the entire box is erased. I would like to hit the Home key then delete to erase USS.

With the release date approaching, I rather see them add the ability to remove ships from the planet view military project list. This list gets too cluttered late in the game. I suggest using the military governor's screen for this. A 2nd button to move ships to/from an inactive list would be perfect.

side note:
I would like to have a rename star-system feature added.
the reason:
I like to give my systems names I can pronounce. I use the same starting letters as in same or adjacent sectors. This is very useful in the planet view as the planet's name will give me good idea where it is on map. I usually check the planet list, sorted in name order, before naming a new system. Once, I used the same name twice. The only remedy was to destroy 1, send new colony ship and re-name it.

Reply #8 Top
Ted said:

"SD did add a cursor to ship rename box in B4D but when I hit any key, the entire box is erased. I would like to hit the Home key then delete to erase USS."

The same problem is present on the Save Game screen. If they could add Home/End button support rather than deleting the whole name that'd be great.

Also, on the save game screen there seems to be a bit of a bug. If you select a slot such as Game1, then change the name to Game2 and press save, apparently no game is saved.

Instead you must click New Game Slot, change the name to Game2, then click save.
Reply #9 Top
Ted,

I reported a bug a LONG time ago about being able to name two stars the same. I think they have forgotten about it.