Xentac

Xentac

Joined Member # 2396424
0 Posts 0 Replies 223 Reputation

If you have a ship lose its autopilot path, immediately exit the game and post your debug here. It's not that the ships are losing their autopilot paths, it's that the autopilot is not being set to begin with. The ship autolaunches from the starport and just sits there. The bug should be easy to duplicate. Simply create a rally point, set your

18 Replies 11,563 Views

I'm wondering of some of the pros out there can share some rules of thumb for specializing planets. For example, what planet quality / modifiers do you look for before saying "ah, that's an Econ planet", or "that's a tech planet". Should all the empire's research be done on one big planet, or is it worth it to add a lab or two on other planets? Do you use that big PQ26 for a research powerhouse or an econ capital? And what are those little PQ6's best used for? Lastly, when I build a

20 Replies 17,297 Views

I'm on the latest version. Just downloaded the game from Stardock yesterday on a fresh install of windows on a new Core 2 Duo machine and noticed the same bug. However, I've had the problem for about 6 months on another machine, and throughout many versions. Searching these forums reveal that another poster also reported this, but then someone asked him to post a bug report - and, well, you know how threads tend to become unreadable and die once they contain a bug report <img src="htt

18 Replies 11,563 Views

I've noticed in my games that newly built ships sometimes sit next to the planet rather than fly to their rally points. It only happens to certain colonies, randomly, and moving the rally point will sometimes fix it. A google search revealed nothing except a negative review on Amazon.com that mentioned the same thing. Known bug? Something that's being swept under the rug? I was kind of hoping that it would be fixed in a patch, since my playstyle involves ungodly numbers of construct

18 Replies 11,563 Views

Although I agree that the current system is much better than the old one, I must say I'm surprised to see such consensus on this issue. I remember that a few months back, people were saying the "fire in turns" system was fine and telling anyone who disagreed to sit down and shut up. I guess the results of the midterm election have opened minds here, too.

6 Replies 2,160 Views

Dude... the game in its present state is NOTHING LIKE the demo. It's better in some ways and worse in others. It's a lot less stable, since the current patch is "Beta". Starbase rules have changed, the AI has changed, some of the interface has been fixed (with odd new bugs introduced).

5 Replies 3,456 Views

This makes no sense. In space everything weighs the same, nothing. So general physics wouldn't apply like that. An engine would move a huge ship just as quickly as it would move a small ship. What the hell is this? You saying a guy in a space suit could push massive ship just as easily as he can throw a wrench? Dude... you're an idiot. Eve

33 Replies 34,103 Views

Rally points seem broken. Some Constructors sometimes just sit next to the planet that built them. Others to go their rally points just fine. Sometimes setting the rally point to and then setting it back will fix it for a turn or two.

39 Replies 18,558 Views

I'm pretty happy with Beta 3A so far. Constructors tend to sit by the planet that made them instead of going to that planet's rally point but other than that it's pretty good.

42 Replies 22,608 Views

Agreed, drawfour. I use standard names for my ships, such as "3 FF01" or "4 DD03". These names are based off of official Navy hull designations: CA for Cruiser, AK for Cargo Ship, AB for Crane Ship, LS for Landing Ship, etc. When I go to a new game and create my first Battleship design "5 BB01", I have no idea if I'll break the game or not. The game just doesn't seem ... stable. Oldstatesman, it's possible to enjoy the game w

24 Replies 19,670 Views

Hi I'm Mr Lucky and I want my cake and I want to eat it too! The system links all 3 aspects because anything else would be totally overpowered to the research side of the game. If you could research and produce at the same time to maximum capacity, the game would just be a tech race. You can't ahve your cake and eat it too in this game. You have to think and ma

31 Replies 69,578 Views

Actually, I read this whole post and I can't find where the logical flaw is. If spending is indeed "activation" then you're right - research should be decoupled and the slider between military / social should determine how the factories split their production.

31 Replies 69,578 Views

I'm with you, #11. This info should be documented somewhere. It should preferably be documented on a game screen showing exactly what your base is doing and how much extra money it is contributing. But... honestly, I'd rather see the ship movement, social slider, stacked ship behavior, and planet improvement bugs fixed first.

27 Replies 20,822 Views