Sorry, that was vague. I didn't have autosave set up, so I was manually saving and overwriting the same name for a given game. After a crash I was unable to re-load any of the saved games. I've had this one a few times: https://forums.elementalgame.com/377857 Also (mainly) this one: <a title="https://forums.elementalgame.co
gustaf00
I've had a chance to play the beta for a number of hours, and have generated a bunch of crashes. The debug files (assuming they are useful?) are here: http://www.contrib.andrew.cmu.edu/~bkirby/random/elementaldebug/ For the most part there's no common event - one happened in the unit editor
While in the technology screen I tried using the mouse scrollwheel to zoom out and very quickly ended up far, far away in the bottom right corner. I had to click and drag 6-10 times to get near the actual technologies, and this was at the maximum zoom-out level. Zooming in seems to work fine, centered on the pointer, but I can't figure out what zooming out is doing. This is on Vista, if that makes a difference.
The Eye didn't cap it to 15 parsecs, it's how it now works since the first patch. What the Eye does is give all ships 15 parsec range. So if you plan on getting the Eye, don't bother with sensors on ships.
2) Move a ship to the same location as the starbase, and now icons for the starbase, ship, and rally points are visible in the details menu. You can double-click the rally point from here and disband it. If you hit 'cancel' on the last constructor you plan on adding, you can disband the rally point using it. Now build the last upgrade.
Just a clarification on ship range: If your ship exceeds the 6.5 sector "max" range by a lot, you are able to travel in a 13 sector square, instead of the normal range circle. So you can cheat and reach the things in the corners, which are slightly farther away. So either the 6.5 sector limit is unintentional, or it's not properly truncating the range radius for non-orthogonal vectors.
While in the ship designer, ship designs with a lot of sensors can display a sensor radius greater than 15. After building the ship, the true limit(15) is correctly reported in the various detail screens. Going back to the ship designer and reviewing the design, it will still report greater than 15.
Ship range is limited to ~6.5 sectors from planet / starbase. Additionally, ships with range capability exceeding 6.5 have their highlighted range on the minimap displayed as a square of length 13, centered around the ship. Alternatively, this is a bug because ships can be designed with more and even on the main map can report ranges greater than 6.5, despite the hard-coded limit. To reproduce, build ship with enough support modu
Speaking of range, have you noticed a range cap? I've found that my ships can only go 6.5SCT from the nearest base/planet. Some of my ships have a ton of support modules, but even if it claims to have 10.2 or 18.7 sector range I can only go about 6.5.
Has anyone else noticed this? Or am I just crazy?
[this might be a dupe, haven't seen the first post in 40 minutes] I'm either having some trouble understanding how ship range is calculated, or there is some kind of internal cutoff that overrides designed ship range. This is in 1.0X, in a huge rare/rare/rare map where it's a loooong way to anywhere. I can see the gray line just fine, but for super long range ships it seems to be in the wrong place. A ship with a listed range of 2.9 S
I'm either having some trouble understanding how ship range is calculated, or there is some kind of internal cutoff that overrides designed ship range. This is in 1.0X, in a huge rare/rare/rare map where it's a loooong way to anywhere. I can see the gray line just fine, but for super long range ships it seems to be in the wrong place. A ship with a listed range of 2.9 SCT can go about 3.5 big map boxes from my nearest star base. The range
One other thing: When creating colonies later in the game, it would be nice if I could use "obsolete" technologies, such as basic factories. I might want to give a new colony a production boost to build its infrastructure, but the advanced ones may be outside of my budget/concern for that particular planet. Another option would be building improvement modules on rich colonies and exporting them via ships to poor colonies, but that's a bit far-fetche
This list covers most of my observations, so I thought I'd add to it. I'll try not to add things that seem to be covered elsewhere in the forum such as upgrading stacks, resource disappearances, troopships not always fleeting correctly, mouse pointers, etc. - In the shipbuilder, you can't remove a component by clicking its icon on the current ship parts and hitting 'remove'. As far as I can tell it will temporarily remove it until you clic