This is not an exhaustive list, nor does it include the various inconsistencies with periods at the end of descriptions or seemingly random capitalization. Tech Typos: ALL Hull sizes - "Full Description Goes Here" ALL mining starbase improvements - "Boost yields of attached Re c ourses" - should be "Re s ources" AntiMatter Extractor - "Boost yields of attached Anti-Mater Re c ourses" - should be "Anti-Ma t ter"
iamderp
Implemented Starports (which are likely to be renamed). Perhaps you could call them... :shades: Star... Docks. YYYYYEEEEEEEEAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHH
I'm certain ingame notifications are coming - I'm hoping there will be shipyard waypoints and autolaunch features, much like in GCII.
I would definitely like to see an expanded use of dead planets. As it is, they're nice to add a little flavor to the game, but if you expect me to run an interstellar empire I'm going to have a hard time believing I can't do SOMETHING with every chunk of unclaimed rock I find in space.
I am in favor of repair mechanics of all types - repair bases, self-repair ship components, mobile repair ships, planetary 'repair now' options (or the ability to devote a shipyard to repair a given ship in orbit for a certain production cost) - anything more than the current system. I really hope that's just one of the placeholders they've got in while they work on a more robust system.
I'm not sure I like the idea of capturing starbases - if there's a way to just jack someone else's starbase, and I can capture a fully upgraded starbase with a single ship, why should I waste dozens of turns making constructors when I can just let my enemies build it and snatch it away from them? That seems like something that would be very difficult to balance. Mining outposts on the other hand should most definitely be capturable - I think of the amazing back and for
I think the queue is still something that needs to be reworked - I don't have the control I'd like when reordering things (I'm pretty accustomed to the Windows start menu feature that puts a little black line to indicate where the item you're dragging will drop) and last I checked there's no way to scroll while dragging things - and when you drop an item into the queue to reposition it, the queue usually scrolls up to the top and I have experienced some difficulty locating
Having participated in betas both with and without ingame reporting tools, I can most emphatically state that it is NOT a 'useless tool' to have an ingame bug reporting system. A much more pertinent discussion would be whether developing such a system would be worth the effort for what Stardock would receive. The ability to report bugs quickly and clearly is highly important when a product is getting close to release, but for now I don't see any benefit from coding a b
Honestly, I am ok with 'Mining Base' as it describes a base, which mines asteroids. I would also accept 'Mining Outpost' as the name then feels a little smaller and more single-focused than a base, but either way short and descriptive win points for me. (My initial idea, "Extraterrestrial Production Resource Extraction Mechanism," was rejected because it doesn't fit in the tooltip.)
I think there's a bit of a straw man going on with your first two points MaxWar - maybe it's just me, but I don't ever say "ok these are the values I want production set at, let's make it so." Whenever I'm tweaking production, I'm trying to optimize output: if I need exactly 28 science output from a particular planet to hit my next research this turn, I'm going to adjust the sliders and the wheel the same way - wherever I get 28 science, that's the number
I think threephi has some good ideas here. I can't imagine spending a long time working with the wheel without having the option to set exact numerical values. My preferred method of using the slider would be to drag the dot around a bit to find a distribution I was happy with and then tweak the values via numerical inputs. The ability to click and drag on the numerical input box to adjust just that value by dragging would also be extremely useful. I'd also R
I don't want the sliders back. My biggest gripe with planetary production management in GC2 was that every time I increased points to one area of spending, the points were arbitrarily taken from the other two areas - usually the area I didn't want to lose points from. The wheel is a good step, but it needs work.
I have also encountered this issue. The fleet that was unable to attack WAS able to move somewhere else and attack a different stack of ships, but neither before nor after was it able to attack the first set of 'invincible' stacked ships.
I feel silly about creating a whole topic to address one request, but I think it's a pretty big quality of life thing: Please add functionality to right-click so that it closes open UI elements. I am completely spoiled by Endless Space in this regard (the game is a masterpiece of UI design) and the simplicity and ease of being able to 'back out' of anything - planetary government screen, ship design, diplomacy, research, etc - with a s
"Make a couple of buttons to display bonuses. E.g. a "Farming Bonus display" and when you press it, you will see a "0" on all tiles, a "1" on all grassland, a "3" on grassland with +2 farming, and a "2" on a +1 grassland with a farm next to it giving it +1. This would help a lot." Cannot agree enough with this. The old tile bonus icons I hope will go away soon enough, but I am constantly realizing that I completely misplaced my factories becaus
Would a mining outpost work for you? That's already in the pipeline. :)
Visual: -Currently, asteroids occupy a higher layer than ships. It's not only very easy to lose ships visually, it takes two clicks to select it (once to select the asteroid layer, once more to select the ship). -The Ideology Pyramid has the small connector lines on a higher level than the icons at the bottom of an ideological unlock. (For example, the Orbital Institute icon for Pragmatism's Higher Education is covered by the small yellow
Ship movement paths : -I absolutely love the multiple colors and the end of turn location - but presently the paths update with each move the ship takes! -Further, selecting one ship with a path, then selecting another, displays the path relative to the movement of the first ship (it's a little obvious that my 3 move scout ship won't make it 10 sectors away in two turns, but the game is displaying the move path calculated with my 7 speed survey ship tha
One game of several hours under my belt, and here's my list of encountered issues. Most of these are not gamekillers, but they should be addressed. (Sorry this is a pretty big post but I'd feel like a tool making a new thread for every single one of these, especially since many are UI issues.) Overall, I had very few appcrash events, which was refreshing for a beta, but an alarmingly high number of apphang events - nearly all associate
Thank you to everyone who responded - I am awed and humbled by the manners and helpfulness here as opposed to so many other forums. I am overjoyed to report that indeed as Gorofin the ATI Tray Tools app appears to have been the cause of my problem, since it is no longer running and Elemental runs without error. For future reference, if anyone else has this problem: I experienced the issue with every 10.x release of the Catalyst driver up to and including the most recent.
It's been a week so I'm bumping this. Sorry if that's a breach of forum etiquette but I've owned this game since launch and haven't been able to play it even once yet, and I'm beginning to get very frustrated with the lack of support from any source. Is there at least any indication that this is an acknowledged issue?
The game has crashed before even making it to the loading screen, I assume this is why there has not yet been a single dump zip created.
I am encountering an identical error - every game version from launch to 1.08 has had the exact same result as described above. My debug.err is here: http://pastebin.ca/1944692 Win7 x64, ATI HD 5870. I have had an open ticket with Stardock support since the day after launch and I have not yet even seen this acknowledged as an issue. Even knowing that someone is working on addressing the problem I think would be