00zim00

00zim00

Joined Member # 6203276
9 Posts 130 Replies 20,424 Reputation

[quote who="Island Dog" reply="2" id="3545915"] I've made a note for the devs. Thanks for reporting. [/quote] Thanks for giving it the devs attention Island Dog :) [quote who="econundrum1" reply="1" id="3545785"] Interesting experiment I haven't tried if you design a ship with the escort role does it then stay closer to the starbase? [/quote] In reply to econundrum1, just because you were curious,

4 Replies 4,045 Views

1 - when ships are attacking some star bases or shipyards at mid range, their beams are hitting them, but in most cases hitting them in empty air in four opposite corners. the problem seems to happen when your ships are in medium range, in close range it dosnt seem to happen. It could be that all the beams are just missing. but because its hitting the 4 corners its kinda looks strange. The example in the pic is a Yor Starbase in case its an issue with just that one (See Pic 1) 2 -&

4 Replies 4,045 Views

Im guessing most of these are going to be added when the Ship Designer DLC comes out when the steam workshop feature is added. but still thought I would post the bugs I found. Bugs: 1 - The Rotate gizmo is missing the "backface cull" flag, artists will know what im talking about. Basically its not displaying correctly as the poly faces are reversed. 2 - Some ships, for whatever reason, you cant zoom in as much as you can others. Makes it hard to do close up wo

1 Replies 3,438 Views

The AI tends to build multiply mining starbases for the same resource. It appears that if there are constructors on there way to a resource where the AI wants to build a mining base but before the constructor gets there. And either another player or one of its own constructors has already built a mining base in the mean time while its traveling. it still looks for a location to build a mining base and does not check to see if the resource has been claimed. Pic 1: &

1 Replies 2,617 Views

I have a long list of bugs I was accumulating that I was about to post for 6.1. Is it still worth posting them or should I just wait until 6.2 opt in and retest things. It looks like most of my bugs arnt on the patch notes but you never know what might be fixed.. On this note, any eta on when the opt in might be :p?

89 Replies 290,196 Views

If your meaning that as your moving the ship path distance, move's left indicator dosnt shrink to match moves left, I agree its a problem. Seems like its been there forever, was brought up in a stream weeks ago and Paul had no idea it was even a problem lol

8 Replies 5,969 Views

What is the tech beyond mortality for? is it for a tech victory or something? They have some pretty strange and powerful techs. Also im curious if anyone knows what "The Bane" support module does. All it says is "Precursor artifact of unfathomable power" and only gives a +10 to the three threat levels. Also is the Precursor hull reinforcement you get from it supposed to have 0 weight? Basically you could make near immortal ships with near unlimited hp for just a manufact

1 Replies 16,989 Views

Unless its race specific tech I have not noticed, I cant find any armor for ships that add HP expect the Durantium hull reinforcement. There is no other armor at all, not even one that dosnt require Durantium as i would kinda expect from what feels like a "prototype" tech. is this an oversight or more of a balancing choice Stardock decided on? I was kinda hoping for more HP boosting armor, im pretty sure there was alot of options at various tires in GalCiv 2. I know you can get

1 Replies 1,559 Views

I don't expect it to be implemented but just a strange idea that I came up with for a trade resource on planets. Might be interesting to have a very rare trade resource on a planet, kinda like an evil corrupted growing plant or something. That slowly spreads each 20 turns to one new tile next to it on the planet if its empty. Maybe it can give you 1 ideology point every 40 turns per plant you have and minus approval on the planet. Could have a good and natural version to lol. A

0 Replies 1,004 Views

Im not sure the answer to your question a0152570, but on this subject, if the devs are reading this and planing to respond. or anyone else who might know. I get a crash when I start a battle after I load a save file, example, im playing the game, have a turn then for whatever reason decide to load the save from the turn before or just before I made a mistake. Attempt to attack, in this case a pirate base, and the game crashes. A reset of the game lets me load the game and attack fi

3 Replies 2,515 Views

[quote who="giskarduk" reply="1" id="3544830"] I agree, I would like to see this too. I believe there was talk about adding more support for this sort of thing when Steam Workshop support is added. But you will need to get that confirmed. I do not recall where I read it. [/quote] Now that you mention it that does sound familiar, if memory serves they are adding steam workshop support some time after release.

3 Replies 7,250 Views

Ages ago there was a lot of talk from the devs about having the ship designer available from the main menu. So you could design single ships or a whole ship pack and then easily save them for use for custom races. Has this been pushed back into a after release patch or are they not doing it any more? :(

3 Replies 7,250 Views

Ill have to double check, but I think all it does it make the other weapon types progressively more expensive. At least that's what it was supposed to be like months ago when it was brought up on a dev stream.

3 Replies 4,697 Views

Well you could just consider it a power plant/backup power, or a Control Matrix/"Central plexus", sort of like the borg in star trek. It dosnt necessarily have to be food or air But if you really wanted to change how life support worked for them you could just make a custom race that had points in ship range.

1 Replies 1,347 Views

I'm guessing the devs are more looking at bugs then game changes but I feel this simple idea might alleviate some of the problems I'm seeing people are having with pirates, primarily with how the AI interacts with them. I'm hearing a lot about the AI getting killed by pirates, even in the last Dev steam they talked about how its a hard problem to fix and they are trying to work on a solution, albeit so far unsuccessfully As it seems that now pirates are not i

1 Replies 2,728 Views

I only skimmed through all the posts as its late, but in the last twitch stream Paul did say he would be looking into the large empire approval problem people are getting. Apparently its a small additive value that doesn't have a hard cap on it. As he never tested it with tones of planets he didn't know there was an issue. He is now looking into adding a hard cap or something similar now. [quote quoting="post"] I have noticed, that when you have

11 Replies 10,910 Views

You can destroy planets from the Govern planet menu (awesome option btw) But If you Destroy your starting planet, in some conditions, it crashes the game. I started a brand new game and tried it and it didn't crash but my current game it does, it was started with the 6.1 patch so it doesn't have anything to do with old save files. I have a suspicion it has to do with the malevolent ideology tree but im not sure. -In My game, if you set your capitol city to

2 Replies 4,958 Views

[quote who="Island Dog" reply="2" id="3541867"] Yes, as Seilore said please try the latest beta 6 update. If you still have issues please post a screenshot. [/quote] [quote who="The_Gear" reply="3" id="3541894"] This is a reported issue already. [/quote] Im not sure if your still working on the fix, but it still is happening in 6.1.

4 Replies 13,923 Views