jpinard

jpinard

Joined Member # 640892
4 Posts 11 Replies 1,631 Reputation

When you're on the main map window, it's impossible to cycle through all your planets since there's no clickable button for "next planet", nor an assigned keyboard shortcut. Managing the ships orbiting planets becomes darn near impossible on a large map because you lose track of what planets you've already been to, and which you haven't. Managing ships from within the planetary window isn't an option since we can't see ships parked there - nor can we

4 Replies 7,963 Views

We desparelty need a "next planet" keyboard shortcut while in the main map window. This is a needed tweak for managing your ship production since doing so from the planet management window adds several extra clicks to to build ships, plus you can't manage rally points from the planetary screen either. That way having a "next planet" button you don't need to manually click all your planets in the main map screen.

894 Replies 389,948 Views

Add 'The AI will add Engines to constructors' in addition to 'I will research more engine tech'. I love vulturing galactic resources with my Speed 35 HyperWarp III constructors. I build influence bases on the edge of AI terrority (no planets in the sector, near edge of influence) for the purpose of extending range. The AI

85 Replies 53,321 Views

Frogboy - yes I've seen the AI makes emuch, much better use of starbases in 1.1. I guess if I'm in the minority just disregard my starbase comments up above - it was just personal preferences - and I didn't realize the AI did a lot better with the 4 starbase per sector option until Cari explained it. So, in all - just keep doing the great work you're doing! <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 ALIGN="ab

85 Replies 53,321 Views

The trick, at least on harder levels, is to look at your starting wad of cash. It's HUGE. Pump out an invasion fleet, go straight for the target planet. Grab one on the way if you gotta. Game over, you win. How can you do that? You don't start with that tech...

12 Replies 9,909 Views

I'd like to mention one last thing. A lot of us would love the option to turn off starbase construction. The starbase's take some of the immersiveness out of the game since they feel like power-ups instead of space stations. With the latest beta, it's really awful having 4 modules right on top of each other. As the option was added to remove tech trading when you begin a new game, a lot of us would like to see the same option for starbases. Personally I like tech trading so I play with it o

85 Replies 53,321 Views

Wow, it just keeps getting better and better! I especially like #2 s we see easier where/how the economics work. More tool-tips are most needed. Like many people have mentioned, I'd love to see a difficulty level that has fully enabled AI, but the slight restrictions on its building/economics etc. I think for a lot of us the Tough level is slightl

85 Replies 53,321 Views

Actually, that's campaign mission #4 and I'm in the same boat as you! Boy do I need help! I'm not sure what I can do to help not getting creamed by the Dread lords. I even lowered the difficulty to "nromal" and still got beat... beat bad.

8 Replies 5,382 Views

The new shipyard is amazingly awesome, but there is one more thing that'd be nice... a text popup when you hover your mouse over an already placed compnent with the component and data details. When you load your ship, (at least I can't find a way) to get detailed stats on individual components.

6 Replies 10,480 Views

Didn't see a dedicated ink for beta 2 discussion - so here's my only quibbles so far: • I'd like to see Starbase construction changed back to "a starbase has to be minimum 3 spaces away from another starbase." Right now with 4 starbases per sector, all 4 starbases get built right on top of each other and this really ruins the immersiveness of the game. Why does it ruin the immersiveness? Well I've always viewed starbases like supply

6 Replies 10,480 Views

Anyone else notice the rating section of mods doens't seem to be active? Or maybe I'm doing something wrong? A few good mods out there, and I'd like to assign a good rating for the modders effort. Note: I can leave a note for each mod... I just can't seem to rate them

2 Replies 3,624 Views

In the downloads page for the Collector's Edition stuff are two files. The file at the top of the page is a 25 Meg file that appears to have bonus content (though some/all of it is already in the sdcentral version of the updated game?). The second download changes a registry setting to enable all the extra content. My question is... Do I need to install the 25 Meg of bonud content? If I do, do I install that first, or the smaller CE content

5 Replies 9,982 Views

Frogboy - I'm listing what I consider bugs wihtout the support of a debug message. I apologize for that as I didn't realize it was required. 1. Biggest problem I've had is the AI on "Bright" keeps launching suicidal attacks on well defended starbases. 1 ship against a a starbase with a trillion offense/defense weapons. I watched the AI do this 5 times in a row on almost consecutive turns. He didn't even scratch the paint. 2. I

350 Replies 163,609 Views

Only a few turns in, but so far I LOVE the changes. Brad, Cari, everyone at Stardock - you're doing such an awesome job. Now, I'm not too far, so I'm not saying ti's bug-free... but just the graphical enhancements and such are so perfect. Wow, wow, wow, wow. I do have a question. Will you be able to implement a gameplay option so your auto-moves (on autpilot) move at the beginning of your turn instead of after you hit the end turn butt

65 Replies 53,502 Views