MacsenLP

MacsenLP

Joined Last seen Member # 871056
10 Posts 101 Replies 15,114 Reputation

I've lost count of the times i've mentioned this bug in many different threads and at least 3 other people have mentioned it on the forums. Not only has it not been fixed for 2 betas since it was mentioned on the forums but Stardock hasnt really acknowledged they know about it. Anyone who has played the beta should have noticed it: The Bug: On load of a game and press turn all freighters return to there home planet. All races are affected including the AI oppenents i

9 Replies 5,893 Views

[quote]No Sensors, though. Wah. I think...[/quote] Lol. Your eyesight must be terrible. A visit to the opticians may be a good idea, just make sure someone helps you to cross the road.

7 Replies 2,466 Views

Torian harvestor is far worse, there shouldnt really be any undestructables imo there a pain in the ****. Please remove the undestructable tags Stardock.

2 Replies 2,221 Views

[quote]they have responded to everyone of my beta reports. [/quote] on the forums? edit just checked through your beta posts 3/4 responses you got for your bugs, not bad. I still stand by my point though that stardock are underusing this beta report forum though, many bugs reported by people have gone completely unanswered. In hindsight I would have started a new thread about my concern had I realised i'd write so much about it.

10 Replies 4,810 Views

[quote]this beta came out on friday. i myself have a bug for them to see but i will wait until tuesday for them to say something. [/quote] Prob best to e-mail them. As I said earlier Stardock doesn't seem to be paying much attention to this beta report forum if there lack of responses is anything to go by whether it be weekday or weekend. eg the the updated bugs list was updated 28th Nov at least 2betas ago, try reading through the threads and counting how many posts

10 Replies 4,810 Views

[quote]come on guys it is sunday [/quote] If Stardock have a more active participation in the beta section only during week days thats fine by me. [quote]at least wait for them to get back in the office on monday before attacking them[/quote] attack??????????????? whatever...

10 Replies 4,810 Views

Could stardock aknowledge there aware of this huge bug and that it's to be fixed in next patch. Its been posted by a number of people in a number of different threads. Please could Stardock start reading and replying to posts in the beta section. The important stickied threads in here havn't been updated in weeks. A lot of people here are putting time and effort into finding bugs and flaws in the game. Obviously Stardock are very busy but your giving the impression the beta

10 Replies 4,810 Views

[quote]might of missed it but has the huge trade bug been fixed ie freighters return to home planet on reload and turn press.[/quote] Just tested this and sadly the bug hasn't been fixed. Bit suprised it hasn't been, it makes the Korx pretty much pointless playing it's unlikely anyone can get through a game without needing to reload due to real life commitments or just the game crashing. Although theres a lot of nice few things id like to test I think i'll skip playing this be

37 Replies 63,331 Views

[quote]It's on purpose. They fully count on someone converting some planets into asteroid fields using a terror star[/quote] :) Few extra details on the bug/AI flaw: They have no military units whatsover and the terrans are incredible/maso level 5 years in.

6 Replies 4,537 Views

In two different TA beta i've had an AI build so many ships that there starport becomes full and then fail to move ships from a planet so they can no longer build new ships. First time it was the Korath, they filled there planets completely with spore ships. In my latest TAB3b game the terrans have filled there 6 planets with 60 miners. (Side point: they only have 3 asteroids). It's 5 years into the game and there starports have been full for 3 years plus I believe.

6 Replies 4,537 Views

[quote]Jesse (codeCritter) and I have actually been looking at this situation for the past couple of days and will eventually be implementing some adjustments where the team deems them necessary. Because of all the adding/removing of techs within the race-specific tech trees there were quite a few affected starbase modules. Some of those were by design (ie. Arceans purposely cannot research Warp Drive techs and so therefore do not have access to starbase modules with speed assist), whi

8 Replies 5,309 Views

[quote]Building a starbase on the resources doesn't have any tech requirment, just a constructor. However, the upgrade modules that increase the bonuses from these bases are only in the standard Industry techs. That's what he's talking about being missing.[/quote] Yep spot on, currently the Yor, Korath, Drengin and Iconians can acheive a 14% bonus I believe for each resource. The Arcean, Terran and Torians who have the normal factory branch which includes the mining modules can achieve

8 Replies 5,309 Views

[quote]Maybe those modules should be moved to the Space Mining techs[/quote] Yeah that could be a good idea ethier that or just reintroduce them into the new factory branches eg the Yor could get 1 mining enhancement per collective tech. Or they could just give each race a seperate mining module tech branch entirely.

8 Replies 5,309 Views