Lucky_Jack

Lucky_Jack

Joined Member # 180465
26 Posts 680 Replies 1,866 Reputation

Which leads us to point B: Please get rid of the stupid sliders! I dissagree. On GC1 I used these sliders extensively. I would be lost without them.

2 Replies 2,687 Views

Essentially, I thought that was what the "obsolete" function was, only with greater control. You can tell it which components you no longer want to see. (Of course, there is no way to get it to bring an old component "out of mothball status". Maybe there should be.)

5 Replies 4,698 Views

Stardock says that was supposed to be a debugging aid for beta 1 and 2, and should have been removed for beta 3. They also say it WILL be removed before beta 4 goes out.

3 Replies 2,846 Views

I have the same observation, and it applies to every type of ship I have built. The pussling thinig about it is sometimes a ship can go a square beyond the range limit markings on the map, sometimes it can not. I have yet to see a case where a ship was unable to reach the limit marking. As I look at what I see, I find myself suspecting different rounding techniques being used, one for ships and one for marking the boundary.

1 Replies 1,930 Views

I don't think we are talking about renamed ships. I think we are talking about the IA ships not showing up when they should.

4 Replies 3,680 Views

For the first turn after you set the autopilot, they don't move Actually, ships put on autopilot during the current turn move when you set their destination. Their move points have been expended before you hit the "turn" button.

6 Replies 4,677 Views

me too, although I think you are talking about two bugs, both of which have been reported in other threads.

1 Replies 2,007 Views

I am currently unable to load GC2 (Cari is looking at the SE report I sent her), bujt I do remember some of those techs creating social improvements. As I remember, "Manufacturing theory" only enables the chains to other techs, no social improvements, while xeno-factory allows one of the factory options, perhaps "basic factory". "Xeno bank" allows one of the banking imporvements, and "Xeno Mining" allows both "basic mining" and "deep core mining". As I remember.

6 Replies 4,153 Views

I have been getting suspicious that this was happening to me. At the completion of a turn I have been checking to see if my ships are safe, including the results of the autopilot movement that will occur during end of turn. Then during end of turn suddenly an enemy is attacking my ships from out of nowhere. I am still in the verification process to see if there is something I have overlooked, but I think Moi-meme is correct.

4 Replies 3,680 Views

Also, how about allowing us to delete or "obsolete" older less effective ship addons. After we have researched laser 2, maybe we want to keep the addon laser 1 around for a while, maybe not.

5 Replies 4,698 Views

In addition to this (perhaps it is in the works), I would like to see the research screen give us information on techs we don't have the prereques for. For instance, if we clicked on a tech we are not allowed to research yet it would bring up the details with the time to complete showing "prereqs needed".

2 Replies 3,307 Views

Moi-meme said: "I can learn to live with the interface as it stands." I find it causes some serious playability problems. If the "turn" button was inhibited when some other window was displayed over the main view, then the playability issue would be solved. Otherwise, I think the "turn" button should be covered by the other window to prevent our accidentally hitting it instead of the "done" buttons.

1 Replies 2,782 Views

Or perhaps a module that could be added to transports that carry x bombs. Even techs to research for the different types of bombs, and improved efficiency/size/cost/quantity techs for each type of bomb.

24 Replies 20,168 Views