I had at the end of the week withe some time so I played the game for few hours. These have probably already been reported, but for what is it is worth, here are some observations: Double posting things -- or cross posting, as its sometimes called -- to different threads is generally a no-no! Here is the thread you crea
RonLugge
Ships when they make the jump in a group, should travel at the speed of the slowest ship Um, just set them to jump all together and they will (for the most part) jump in together... Its not like different ships have different jump speeds, anyway. Is there a modifier for the number of star systems that the game will generate at the various levels? You can make a 'custom' map, if thats what you mean: num
Bump a lot, Pyro? Repair stations affect the whole system not just the small circle around them "small" circle? ROFL!
I agree with eetmorsqrls (that's an awesome name btw). Just make the pirates control the planet to begin with. It would have an infrastructure - though much smaller than is normal for player controlled planets - that you have to bomb before you can colonize it. Shouldn't be too much of a problem since the siege frig in on the first tier of research anyway. Even with the siege frigate at the bottom
You did say i was wrong, but it was true, so you didnt insult me OK Milady of Megalomania
What, I didn't make your "list"?
just use abbreviations for everything, no spelling necessary That doesn't give me the translation... now give it to me!
lol, ur pretty close, one word wrong and missing those two words So, whats teh translation?
Did you build a trade port in the other system? [/stupid question] OK, let me rephrase slightly: take for example the three single planet star systems, all of which had their tradeships standing still, along with the (very active) trade net in my single multi-planet star system (from which I'd just "evicted" some unwanted tenants, consolidating my control over my natural territory!).
(scary thing is, most people I know could read that without a second thought XD) Well, I can't. Something about "just us... for everything, no ... necessary", I think.
And for those who are lazy (like me today) lordkosc will give us a downloadable file Isn't he too lazy for that?
lol, Multi said it, not me. Well, multi appears to be wrong: Take, for example, my single-planet star systems in a recent game... the trade ships built there just sat. And I have never seen trade ships go inter-stellar, unlike refinery ships.
D) Some kind of tactical structure that "assists allied movement" might be nice, too...
Refinery ships travel interstellar, trade ships don't for some reason. I do not know if thats "working as intended" or not... and I sincerely hope it isn't!
Does it have gauss turrets? If no, does it have hangar defenses? If no, does it have any ship of the line? (Any frigate/cruiser meant to fight, any capital ship.) If no, are any of them one jump away and closing? If no, surrender. Well, if you limit it to one jump away maybe... but that still doesn't leave me the option of assembling a fleet one jump away prior to reinforcing the planet.
A gravity well which has been wiped clean of military defenses, with no reinforcements immideately in sight, will choose to surrender rather than fight to the death. Thats a nightmare to determine! you shoulden't be able to orbit a planet and bombard it with impunity. Why not? They're at the bottom of a gravity well, and your at the top. Trying to attack you is going to be a lot more difficult t
Yeah, this shotgun approach is irritating, to say the least.
Eh, technically TEC and advent are the same race (I think)... that work for you?
I took your hint and it worked. Hint? The only hint here is the one I should PM to the devs about a "known bugs and issues" thread, complete with a (bulleted) list of known, fixed, and "working as intended" (AKA: Culture) bugs.
Why would we not want that? ... good point!
There aren't many calculations in a straight line No, and there aren't that many calculations involved in acceleration, either. Maybe 2-3 times as complex as a straight line, once you know acceleration of the "target" point.
Currently it looks like ships are just ordered to follow their enemies Yeah, but you still have several ships simultaneously calculating their routes
Well, second level PSIDAR doesn't really seam to work right most of the time, but I could be wrong about that...
BTW, that link at the top is my doing I believe, I e-mailed the guy about the trouble I was having and "poof", there it was... unless it was there all the time and I just missed it Yeah, I actually added that before you mailed me. Darn, I hate being blind...
Or in this case you could just expand Fleet1's node in the empire tree, and click a cobalt icon. I see what you're getting at, but it'd only really be useful for ungrouped ships... and in that case there's no group infocard to start from. Yes there is -- the fleet point counter! If you highlight that, you get a readout of how many ships are taking up how many points... Wouldn't that work too? (Edit: And don't I feel stupid for not knowing you can exp