I get that in 1.2 Beta 1. Not sure if it happened before. I click 'cancel' (or whatever the don't do it button is) repeatedly and quickly maybe 20 times. The box goes away having ended the ship's turn without combat and forfeiting the rest of the ship's movement. No biggie, but a bug. The pop-up warning should only trigger once, then kick in some error handling routine if it tried to pop up twice in a row based on the same trigger. <img src="http://images.stardock.com
CraftyMule
I hate autofocus. I regularly move the wrong fleet, and then it switches off to the next ship, so I have to search amongst allmy fleets to discover which one is headed off in the wrong direction. To handle movement and minimize this, I now wait until my ship has completed its movement, hit the FIND button which centers me on the next ship, move it, hit find, etc. The auto feature makes me use more keystrokes to avoid it, which means it is not working. Love the game in gen
I like the idea of smaller pirate fleets that do what pirates are supposed to do--harass your shipping lanes. They can't stand up to a capital fleet, but they are wiley, quick and love to steal a quick buck from your unguarded traders. The pirates in this game are more like the mongolian horde. They rarely show up, but when they do, run for the hills. Love the game, just my two cents, Crafty
I think either the devs should readjust these things, or one of us should make a mod for it. Because it does not seem right to have a blanket increase in size just for going to a larger hull. It takes time to research those hulls, and that is time wasted if there is no real advantage, or if the advantage is minimized. </
I like it, I like it. Here's your bump and a vote I like especially the idea of the scrolling news bar somewhere on screen. My onliy worry is that by mid-game, it gets slow. I would not vote for this if it significantly impacts game performance.
No it's not. I can't think of a game in Beta 1.1 where that was the only limiting factor. I would run myself to the poor-house because the pop growth rates are so cut the 12 BC maintenece from new colonies is a killer. Fair enough. To make my point more precisely, it is the primary constraint I face
actualy 1 square doesnt = a parsec. 1 parsec is one of the squares on the mini map. From the manual: The galaxy is composed of a number of sectors determined by the size you chose on the Galaxy Setup screen. Each sector is divided into a 15x15 grid of parsecs. A parsec may contain a sun, a planet, an
Its not boils, its has to do with the range of the weapons and the lack of engines on a starbase. When ships battle, they do so in the same square, more or less. Distance is a bit warped in the game, but each square inside a solar system is light days across, and outside a solar system, light years across. Unless the base can close the gap, which is the no engine problem, it couldn't reasonably bring weapons to bear vs. ships that didn't choose to e
Just a quick post to agree that cutting down the rang a bit would be a good thing. The speed that you can build colony ships is the early game growth constraint right now, even in a gigantic galaxy.
What I found is that if you crowd the map with habitable planets, and influence victory becomes nearly unavoidable. I set my recent games so stars and habitable planets set to uncommon. I still get a planet or two in the game due to influence, but it does not drive the game.
I love the AI in this game. Sure it needs more work in diplomacy, but it is a clever bastage. I play on tough right now, may step up soon one more notch. I was having a fine time in my last game, zipping up the Mass Driver Tree and holding off the hordes and expanding, when the Arceans attacked with ships specifically designed to counter my ships. I was too dependent on the Nano Ripper, and enjoying it. But my Frigates and Heavy Fighte
Fishing for responses. At this point, I have a pack of technology that no one has, and no one has any techs I don't have. Odd for not researching or threatening that much. Thoughts?
WARNING - LONG POST! This is not nearly the perfect experiement, but I have suddenly noticed that I can negotiate for technologies I never could reasonably get from my opponents when negotiating a peace treaty. I have been able to get 2-4 high end, war related techs to get out of a war with someone (ultimate miniaturization, for example). This is my first with the new patch, and I have never been in a game where I could get a
I haven't seen anything, and I almost always take it. I'd love to know specifically what it does for me.
If you build a stationary starbase orbiting the planet Earth, do you expect it to be able to attack ships orbiting Pluto? I am wih you that I am happy with the current implementation, but I can't help myself here. In the current implementation, Military Starbases CAN assist ships by firing missiles,
I don't think they have it right yet, but what I am seeing in 1.1 Beta is fewer undefended transports, but a definate tendancy to make the undefended ones faster and send them after undefended planets They are not ourtragiously speedy, but they are upgraded for speed. I am somewhere in the early-mid game right now, and the AI ships are at move 3, but the transports are 6-8. My ships (underspeeded atm, I know) are still at 6. He actually made me wor
Don't worry you'll figure it out someday. Thanks for the vote of conficence. I think 1.1 has changed things somewhat, and the AI is more competitive. At a glance, your strategy is very much like m
Wouldn't mine fall under accurate too? I worked from several photos to match top, side, and front profiles very carefully. It's from the TV show, "Firefly", I didn't make it up... Thanks for the kind words either way. I hope some other Firefly fans will come in here and comment, I was very excited about this ship. </
I agree (with Ben). The circles are shown now (before you build), but I'm never sure whether a circle will affect a planet or not. Is it OK if just one pixel of the tile is in the circle? Does the center have to be in the circle? The whole tile? How can you even tell if a tile has a corner-pixel or two in the circle? Actua
davidnv - That is an interesting setup. You have inspired me, and I will setup my game the same way and give it a shot.
I agree I can "find" ways to make the end game more interesting. But in a gigantic universe, that can be 8 hours. These days, once I win (reach 1/3 to 1/2 galactic domination, and have clear eco/tech advantage), I either quit and start over, or go for the influence victory.
I can reliably crash the game when I create an upgraded design and name it the same thing as a previous design, even from a different game. This happens somewhat frequently because I make lots of versions of each ship, as technology improves. So I have Constructor mI, Constructor mIa, Constructor mIb, then with a major change, Constructor mIIa. Every time I research a new ship related tech, all my various designs that now pop up fill up my ship buil
I quit once over the 4 modules on a starbase vote. The game was mostly over, just me and one other major player. I blew up his remaining bases (no idea if he stayed in the UN, alone), and took him out. Trade was done by that point anyway because there were two of us, each with half the galaxy, and it was time for war.
My understanding of the second half of the game comes from both all the elements moving around and the lifting of the fog of war through improved sensors. It gest very slow for me, seems to be sometime after I build Eyes of the Universe.
I have had a similar problem when re-using my own designs from a previous campaign. If I try to save a design with a name I have already used, I crash to the desktop.