I was trying to get one of my CAP ship out of a way from a cluster of Gauss platform. Even if there was absolutely no obstacle in the way, the PATH was being re-draw to go and escape the cluster of platform BEHIND them first the back where i was pointing. using mouse interface. (I lost that CAP ship) I was trying to get one of my CAP ship out
Aexrael
I'd rather see the F/B serve a more protecting role in general, and not just for Capital ships. The Frigates/Cruisers are much more fragile then the Cap ships, and are in that much more need of protection from F/B squadrons. So perhaps if the F/B would prioritize opposing F/B targets near friendly ships first. But this should be possible already with the varied combat ranges I guess.
Or search for *.bmp files Or launch sins, remap the screenshot key and load up a game, take a couple random SS and pop back out to the desktop and search for *.bmp files again, or look in the place Multi said above.
I too couldn't find the screenshots at the first, and fairly certain there weren't any either until I remapped the screenshot key to F11 instead of the Print Screen key. That is under Vista Ultimate X64.
Blair Fraser said... ...Remember, at this stage of development of most games you are lucky if you've even seen an exclusive bit of footage of actual gameplay let alone getting to try it out yourself and then have enough time left in development to actually have an impact. I'd also say that most "betas" that are released are actually marketing tools that are released shortly before the actual release and are not actually intended to find and fix anyth
Couple points more I thought of while playing a recent 3v3 game. - Cooldown period between Phase Jumps for Pirates. Pirates aren't bound by Antimatter, and spin up jump drives considerably faster then non-pirate ships, not to mention they aren't bound by having to wait for formation apparently. This leads to "planet hopping", where the ships sits at the edges of the gravity wells and jumps back and fourth between two systems. Quite the source of frustration. - There's f
While it's harder to believe that the ships can auto-repair infinitely I think the opposite would likely bog down the pace of the game considerably. The opposite being to force ships back to friendly planets, or even back to a factory. It might also add another unnecessary micromanagement aspect. I reckon it's one of those, fun vs realism implementations. For the sake of the gameplay.
- No "loading" screen on game load (only a hourglass appears) I personally prefer the less is more approach, and if given the chance would gladly start a custom game directly from the desktop if there were tools to handle it. While splash screens and introduction movies are a common thing, and necessary in a way to promote the product and developers/publishers, I find them annoying because I usually already take an interest in who made/published the game
AI spams too many scout ships, even after it's already explored most of the universe Actually, not sure if you ever played Beta 1, they actually have around 50% less scout ships now, than they did in Beta 1, so it is a lot better. Joined during beta 2, so didn't get to experience what B1 had to offer. As it is now, it isn't /that/ bad, but I still think it's a bit excessive at times. Bounty gets too
Edited by Blair - moved into its own thread as it's off topic
The idea that immediately pops up is to have a range check on the pirate AI, that specifies to only engage if the colony ship gets too close to them. The colony ship is rather fragile in it's current state, it shouldn't take the pirates that long to blow it to bits should it dare to approach the fight and or planet. I suppose that makes it two checks. Check if it's near pirates and check if it's near the planet.
I've been through various combinations but lately tried to go for a specific concept, ie. a Technocratic race, and with the points spread out to simulate some type of general efficiency in everything they do. ie. miltiary, social, research, weapons, defense, repair, ect. but think I may as well just change it all around and shoot for something more specific like mass building power + research, or optimize in that regard rather then spread the points thin.
Hmm, try filling out the planet using the above method, this time click really fast until you run out of tiles to build on, does the buy button light up now?
The more the regular races are changed, the more difficulty I find it to play a custom race. During Beta 1 and 1a there was a little gap between a normal and a custom race, but this was balanced out through adding more points to the custom race for Abilities. But now under 2a I find that the amount of techs available to normal races have increased, and decreased for custom races. I'm fairly certain price went up when buying techs for a custom race. This leaves a custom race s
Do you double click in the available improvement menu to add the factories to the planet? Any other structure should work too.
The special event, where researchers on a remote science station have come up with a revolutionary new interactive entertainment system... There's a typo in the Evil choice, "bla bla just leave out the brain much part." Rather then "leave out the brain mush part."
It's a minor annoyance, but it's reproducible every time. If I go to any given planet, and say choose the factory Improvement, and keep clicking the basic factory button it until I have factories on all the available plots of land, then when the planet is filled up the buy option greys out, and I have to click to next/previous planet or click done to get away from the screen. If I return to the planet then I can buy as normal.
I reckon they are prolly down at the pub by now
I've personally made it a general rule to delete my custom race file and other bits when updating to a newer beta build. Just to stay on the safe side of things.
It takes a while before they get any ships on their planet, not to mention s proper population. Perhaps they should be rebalanced so the above issue can't happen. Perhaps letting them start with 5-10b people and a handful of ships of medium strength.
Slugging through the Huge galaxy with nine different AI races, and Beta 2 for DA had me thinking how much I'd not want to play a huge galaxy again even though this is by no means the first huge galaxy map I've played on, but simply due to the fact that mid-late game I tend to grow tired of having to go allllll that way over there *points to the other end of the galaxy map*, and mob up the remaining planets the AI has. Plus it takes me days (not that, that's a bad thing necessarily) to play throu
It sure researches the Plague event, but it didn't research the Disease event (the one that lowers morale or something). Not sure if that changed in 2a yet.
Noticed some text changes for the super abilities, templates works properly now, new music at the menu screen with vocals (or I didn't notice it before). Didn't notice much else so far.
It likely will be given past history ( yer jumping the gun a bit IMO ), people are usually quick to notice the updates on Stardock, least for the last two or three updates people posted before the update notes were. But thanks for posting about it though.
3)Research tree, for some reason life support is placed after logistics. so you cant improve your range until you master fleet building? Please tell me that's a mistake... You only need basic logistics before you can research through the Life Support techs.