androshalforc

androshalforc

Joined Member # 2704073
41 Posts 558 Replies 1,431 Reputation

[quote]So I know part of the process to allow the game to go faster is that ships and events are expected to be moving and happening simultaneously. [/quote] actually thats kind of backwards what the goal is/was, to allow multiple players to plan their actions during each others turns and then the ships would move at the end of each players turn for single player there is no reason you cant move your ships at any point during your turn.. of cours

3 Replies 4,276 Views

[quote who="Stalker0" reply="73" id="3538997"] I hate when I accidentally send constructors to a starbase, and my only option is giving it one of these modules that I do not want. [/quote] you should be able to double click on the constructor or select eject ship and then send the constructor elsewhere if you've run out of moves simply pass for the turn or que eject

86 Replies 306,636 Views

[quote who="Stohrm" reply="12" id="3538854"] AI's have been taught to play Chess; how hard can it be to teach it to place a colony capital amongst the largest cluster of tiles instead of off by it's lonesome (where none of it's benefits can be utilized)? [/quote] since the capital does not recieve adjacency bonus's all the bonus's provided by tiles adjacent to it are wasted. further if i could place say factorys around every tile that is adjacent to

31 Replies 119,172 Views

[quote who="Franco fx" reply="28" id="3538771"] That is the reason some of our power players have figured out how to put 4 econ bases around their planets. [/quote] by power do you mean powerless? i stack 12. without range techs i think the limit is 5 but im not entirely convinced that cant be bumped to 6

42 Replies 48,955 Views

[quote](still present) Game does not stop running in background upon exit. (Force close will sometimes cause Windows Explorer to crash) [/quote] they really dont want us to stop playing .. come on just one more turn [quote](new) very slow game pace and tech tree seem to be not applying or need to be adjusted as with 15 colonies I'm completing techs in 2-4 turns (too fast for very slow) [/quote] i noticed in a slow game tha

6 Replies 7,110 Views

personally i can live with this either way id like to be able to research everything but in some cases it doesn't make sense lets say were using a certain kind of wire to transfer data. and someone comes up with a new kind of wire thats 20% smaller now we have 3 options redesign the component to be smaller but with the same transfer rate keep the component the same size but add more lines of the smaller wire increasing data transfer rat

58 Replies 257,067 Views

[quote who="Franco fx" reply="61" id="3538443"] I am looking for some kind of compromise because it is not going to change dramatically in the short run. [/quote] personally there are a four things that would make me happy and i don't think they are all that hard 1) the ability to designate the constructor type for request constructor button (or at least redesign the default to favor modules over range/engines) 1B) if redesigning the default t

86 Replies 306,636 Views

[quote]4) Diplomacy. ** It's no more possible to see all relations, with all civilizations, all at the same time in the Diplomacy screen. Mouse over each civilization becomes tedious. Display directly the relations with the others civilizations near the power value (ex: Iridium 230 "happy smiley"). [/quote] what i would like to see is eliminate the colored rings for war neutral alliance and replace that with simply highlighting the faction pla

2 Replies 4,052 Views

[quote who="erischild" reply="57" id="3538380"] but I don't see why it should be so easy it's near automatic [/quote] i totally disagree i want this system to be as easy as building a ship for ships go to selected shipyard, build me this ship for starbases move constructor to selected position build me this starbase. i dont see a difference in building a starbase vs building a ship imagine a game with no ship templates or saved

86 Replies 306,636 Views

just found this in the xml it looks like this makes the starbase immune to nebula effects which means i can have a starbase in a nebula except as far as i know you cant build a starbase in a nebula and you need to build the starbase in order to be able to build this module. catch 22?

3 Replies 9,263 Views

its been mentioned a few times something new in beta 5.2 i think as for ctrl N its been asked for as well and the devs seem open to the idea but it hasn't been implemented yet

6 Replies 9,258 Views

[quote who="Spark026" reply="3" id="3537774"] 3) Modifiers: All modifiers need to be clearly presented and working correctly. Planetary bonuses:(Manufacturing bonus bugged, and not presented), Influence is working but poorly presented, Tourism bonus not shown(working-maybe), Trade bonus(have to know where to look), Science, Approval, and Growth(Good job on these 3). Ideology modifiers may need better presentation as well. [/quote] production modifier needs to be shown

6 Replies 27,573 Views