Brazilian_Joe

Brazilian_Joe

Joined Member # 3530340
2 Posts 43 Replies 15,466 Reputation

I also had this CTD-without-dump several times in previous betas. I just had one with beta 2c and once I loaded the game from the autosave, I was able to play for several hours later on. I'd do a shotgun approach on looking for some memory mismanagement which puts the program in an inconsistent state, which crops up depending on how objects are created and destroyed along the program operation, but not (or hardly) a bug which can be reproduced consistently solely from a sa

32 Replies 22,795 Views

I think there is a bug in how the AI handles focused vs. non-focused gravity wells. Ships seemed to change target for no reason when zomming out and in a gravwell. For instance, I was retreating a badly damaged capital ship and a bunch of LRF were after it. It seemed perfectly in sync with my minute zomming ou-and-in that they stopped, idled a bit and turned around, going back to fray with my titan. I noticed other instances of zooming in and seeing ships idling in the middle of

105 Replies 65,950 Views

I think the Titan should have other techs as requirements instead of being a standalone path. I would have the initial titan's cost lower, equal or a bit bigger than a capital ship. A button like the capital ship's, which lets you buy up to 4 levels would exist, but it would be to upgrade the Titan to a full-blown one once the new technologies are unlocked. For instance, it should at least depend on having starbase tech developed, following the logic that once yo

46 Replies 203,170 Views

I have had a few crashes on the beta2, but the dump is not being generated. I could not identify any particular in-game action which could have triggered the crash. One of them froze the game and gave me a warning, the other was a straight crash to desktop with no warning. The audio disappeared some 10 seconds before this crash. [EDIT] The second crash created an empty dump file, but with 0 KB.

4 Replies 4,126 Views

I think that the pirate base should sit in a run-of-the-mill resource asteroid, instead of a 'pirate uber-asteroid'. It should have a starbase-like concept and growth (without the 1 star base per gravity well limitation though), becoming stronger as the game progresses. Pirates would only colonize resource asteroids on gravity wells without a colonizable planet though. That would also make possible for a single gravity well to have two or three pirate bases, and for a system t

24 Replies 27,118 Views

That would be an interesting victory mode: cap ships would have to be maxed in fleet capacity and level. To throw a wrench in, infinite XP tech and that Advent resurrection tech would have to be disabled/replaced. Capital ships also only get XP proportional to the damage they inflicted to ship when it dies.

6 Replies 5,440 Views

All I get is a long wait on a black screen 10+ seconds on launch before the movie starts, but no crashes on startup. Don't know if this wait is normal or also some unnecessary delay. Windows 7 Ultimate 64-bit on bootcamp. MacBook Pro 2010 17' 8GB RAM, GeForce 330M 512MB, HDD 750GB, 400GB allocated to NTFS partition.

88 Replies 80,236 Views

Busted planets would be a nice addition. I like the idea of moons being accessible only from 1 planetary gravwell. It would be interesting to have Gas giants with the chance of having more moons/asteroids than ordinary planets. A mechanism where colonizing 1 moon grants a small number of tactical/civlian resources on the planet would be interesting. Imagine a gas giant, not colonizable per se, but having 4 moons, each owned by a different player. All those players would be abl

31 Replies 58,784 Views

Making peace with all neutral is way too much OP'ed. Godmode. Why don't you make 'truce amongst rogues' an 8 level tech, in that: Each level enables you to make a permanent peace treaty with a single planet at most jumps from capital. So, at level 1 you can make peace with 1 planet 1 jump away from your capital. At level 2 you can make peace with another planet up to 2 jumps away from your capital. At level 3 you can m

27 Replies 17,166 Views

I think it would be incredible leverage of a familiar framework, without the hassles of having to build it from-scratch. There were lots of complaints about the deficiencies of the previous system. It will be especially nice if it is possible to have an auto-mod-download feature for multiplayer games i.e. If the host multiplayer game is based on one or more mods, all players which joined the game in the lobby would automagically download the mods. At most a prompt stating the

6 Replies 11,691 Views

I've suggested in another thread to tie corvettes to gravwells (strip'em jump drives!). Planets would build them automagically. Player would be able to set production speed to none/min/med/max with varying degrees of penalties for planet production of credits/metal/crystal.Would need a dedicated button for that. Number of corvettes would be limited by the number of tactical slots, but they would not actually take up a slot. They would still take up fleet supply. <

21 Replies 50,368 Views

I was thinking more of tying the max number of supported corvettes to the number of tactical slots available on the gravity well, not on making them actually use up tactical slots. The slots would only act as a 'max corvette population counter'. It is up to the devs to make this per-planet limit become the only limit for corvette production, or to make in addition of the fleet supply limit. I vote for the latter. Maybe star bases and titans could support add

3 Replies 4,967 Views

I think it's universal that ships which are meant to be spammed must have the build message toned down. Personally I think that it does not even need to have a voice. A sound effect would do, like a whoosh launching sound, and then it should only voice if I am looking at the gravwell where it was built, otherwise it just becomes noise. Another problem is that being so readily lent to a 'spam unit' role, micromanagement should be kept at a minimum. The

3 Replies 4,967 Views

Yes, the Titan exploding should generate a powerful aftershock which would hit friend and foe alike. BUT I think it should be dependent on the Titan ship type. Suggestions: TEC Loyalist: Ultra heavy damage + shockwave pushing everything away - including structures, even starbases. TEC Rebel: EMP pulse depletes shields and disables ship weapons and hull regen Advent Loyalist: Scream of the Unity - detonates antimatter causing damage which ignores shields

47 Replies 141,127 Views

Yeah corvettes are pretty much useless. +1 to build message spam is uber-annoying. I agree to building 2 at a time, but also think there should be a tech tree where the number of corvettes build at once can be increased for faaster output. 3 levels for a maximum of 5 corvettes per build order for instance. Build time would increase, and cost would scale with the number of corvettes, but each level would give a small price discount (say 10%) and a little bit faster build time.<

39 Replies 151,991 Views

I am on my first game with the beta, and I have found the following: After some time, my game suddenly snapped into a limited zoom view where I could only see the planet's gravity well. zooming out after a certain point would snap back to a close-up to the planet, no matter how many times I zoomed out. The snap-back is instantaneous. As a result, I lost the ability to look at my empire from far away, looking at several systes at once. Needless to say i

1 Replies 2,730 Views

1. Another starbase blueprint for each faction. I have some suggestions buried in old threads. 2. More upgrade options than levels for capital ships to force specialization, like starbases. Nothing against 'uninventive' upgrades like +armor, +shields for tanker-style capships, for example. 9. Better, less exploitable AI 15. Improved role of neutral systems and pirates. I have plenty of ideas on this, also on old threads. 19. Non-capital ships able to le

196 Replies 158,227 Views