MaxAstro

MaxAstro

Joined Member # 2963065
0 Posts 0 Replies 337 Reputation

You know what this calls for? Moddable tile bonuses, that's what. I have a tendancy to mod every aspect of the game just for my own personal enjoyment/preference, and tile bonuses are definately among the things I wish I could play around with. Anyone else feel similarly?

47 Replies 19,116 Views

So, I encountered the Jagged Knife in Beta 2a. Bastards stole my three best planets, too... And when your three best planets are a class 28 manufacturing capital, a class 19 research capital, and a class 11 with a Precursor Mine, that's saying something. The bug, however, should be obvious: <img src="http://img220.imageshack.us/img220/483/jaggedknifewz8.th.png" border="0" alt="Free Image Hos

22 Replies 11,917 Views

I have to agree with Chucksled; I don't think minor tweaks to Anomaly spawn rates should be a priority right now. Besides, once you get far enough into the game, the number of anomalies does slow down, simply because the only anomalies in existence are the ones that are spawning. Early game, I might get two anomalies a week, but once it hits that point I'll generally get one every couple months, depending on how much space I control. However, this does remind me of one other p

18 Replies 7,079 Views

The minor races seem very... unpredictable, but not in a good way. It always seems like all they ever do is spam constructors and grab every galactic resource in the galaxy, usually a turn or two before I grab it. They are very annoying that way... I'd like to see fewer constructors and more... I don't know. The minor races are never a threat, so if you are playing evil you just roll over them, but if you are playing good they grab all the resources and maybe a planet or two, and you

40 Replies 10,813 Views

Fix: It would be very useful if there WAS a Docking module and/or ship building module.

4 Replies 4,763 Views

Food distribution center certainly needs some kind of boost. Maybe make it a Super Project that causes ALL planets to get a % food boost?

20 Replies 11,551 Views

A couple things: Firstly, is Aquatic Colonization supposed to give a 2% courage bonus? That's not very much of a boost at all so it seems out of place... Speaking of not very much of a boost at all, should Nano Materials really only give a tiny 2% boost to hit points? At the point you research it, its going to be another half the game or so before you have a ship bit enough to be affected by that... And lastly, the Torian's start-of-game Galactic Achievement, the wat

11 Replies 7,251 Views

After ending a game by going returning to the main menu and then immediately starting a new game, the positions of the sliders in the domestic screen will stay where they were in the previous game, although the values will be correct. Clicking on the slider in question fixes this. <img src="http://img409.imageshack.us/img409/9750/sliderbugoe4.th.png" border="0" alt="Free Image Hosting at www.ImageShack.

1 Replies 2,078 Views

Maybe they could be downgraded into a version you have the tech for? Also, will this apply, for example, to Slave Pits if you have Factories?

8 Replies 2,581 Views

I would imagine that the Indestructible tag on most Achievements would prevent this. Another question, however: Will this also apply to improvements being upgraded into improvements you don't have? I ask because I have for a while considered it a useful strategy when the Dread Lords appear to let them take over one of my planets, then take it back in a turn or two when everything is in the process of being made into Industrial Sectors, thus allowing me to get Industrial Sectors long be

8 Replies 2,581 Views

Alternately, instead of being based on % of influence, tourism could simply be based on the number of sectors or partial sectors you control. That way, it would naturally "scale down" on a smaller map (fewer sectors to control), and eventually only become truly massive on a giant map that you are dominating a large portion of.

58 Replies 18,694 Views

Another bug: Weapons and armor do not seem to sort properly in the ship builder, or at least insist on sorting by something other than attack/defense. This especially happens when I click on the subsets of weapons and armor (mass drivers, etc.). EDIT: Figured out what it is. In the "all types" view, weapons and armor sort by power. However, in the view for a specific type, they sort alphabetically, which is very annoying to say the least.

22 Replies 11,522 Views

Here's the one hull I know does it; as you can see, that bit of the hull vanishes if I put an engine there. Putting an engine farther forward on the ship doesn't seem to cause the glitch. I actually haven't built a ship that has this glitch and checked if

3 Replies 2,974 Views

[quote] It was a good game in its time, but its time is long past. Any RTS worth playing these days, IMO, has a map-based, non-linear campaign and more than three distinct factions. [/quote] Wow. In one extremely biased sentence you just decried as "not worth playing" Supreme Commander, Command and Conquer 3 (Not to mention every previous C&C game), Battle for Middle Earth (sure, four factions, but only two distinct factions), Warcraft III (Line

132 Replies 108,633 Views

I've noticed this on several Torian and Drengin hulls: Occasionally, when placing parts (usually engines) near to the "engine" graphics on the hull, the hull engine will become invisible, allowing you to look inside of the ship. Which is kinda cool, but obviously a glitch.

3 Replies 2,974 Views

Actually, the unnoted boost is around .7 sectors and is NOT noted as part of the hull. Example: A small hull claims to have a base range of .2. If you build a "blank" small hull, it will have a listed range of .4 (not sure where the extra .2 comes from). However, it will be able to travel nearby 1.5 sectors from the nearest planet, which is quite a lot more than a range of .4.

8 Replies 3,759 Views