I don't know about you, but I would be very nervous about an alien combat fleet hovering around my planet. Even if they were there to "protect" me. ;)
John Doe
Ha! Same here.
I am a software developer, not for games unfortunately, but for business. If you release a product, and then not support it, then that product will fail in the marketplace. Post-release, a few product modifications, can make a huge difference in how a product is accepted. Computer gaming industry culture is sometimes amusing. While it often has the latest tech, the development and support areas are well behind the times. I would imagine that this is because everything is built fro
"Yes, yes I know the strategy of getting colony ships early by leasing and using starbases to increase range so that your colony ships can reach stars faster but doing that (especially the starbase part) can be totally crippling" I tend to use colony ships to extend range. Settle on a poor planet, set production for a colony ship, use another colony ship to reach a good planet, then pull all the pop from the first planet. Leapfrog.
I have noticed hitting Ctrl-N a few times seems to give you more yellow planets. Also, when I select "lucky", I often end up with a resource in my home sector. It could all be in my head though...
I read on another thread that you can move it. Delete the capital project from SOL, and then it should show up on the build list. Never tried it myself though.
I tend to agree about the "evolutionary, not revolutionary" nature of the tech tree. My first game, I kept looking for an effect as exciting as the descriptions. I would love to be able to build a star gate - to teleport ships accross the map. Basically the ability to change the rules of the game as you advance through the tech tree presents interesting shifts in strategy. As the game currently plays if becomes simply a more is better proposition. More planets, bcs, ships, and hig
If I get a planet event (e.g. +49 shipyard), I put the info in the name (e.g. Darth,+49ship). The UI does not easily distinguish these special systems. Planet naming would be even better.
Thanks! Now I can sleep at night. Not that that is particularly useful. Indication that the planet is over the normal tax, manufacturing limit, or an overpopulation indicator would be more useful.
Probably already listed, but a suggestion: Anomalies: I would like to see anomalies displayed on the mini-map and/or the tactical map. They are often hard to see, and it can be difficult to spot the closest one, or where there are clusters of them.
This has been driving me nuts. Next to the planet name there is often an asterisk (*). What does this mean? I notice when I send out troops or colonists it disappears.