Solitair

Solitair

Joined Member # 177844
0 Posts 6 Replies 26,676 Reputation

While testing last night I can across a strange problem. I sent a transport to another system (it was suppose to be an enemy system but I accidently klicked on one of mine without noticing). When the transport reached my system it entered it and disappeared. This may be as expected, but the maintenance costs for that transport did not disappear! I was still paying upkeep for it.

2 Replies 62 Views

A pop of window would be good, but later in the game when 15 planets simultaneously complete projects this would still be micromanagement hell. In Civ 3 this really does begin to irrate me when I have to spend the first 5 minutes of a turn dealing with each pop up window. Perhaps a single pop up window for ALL colonies which have completed a project. Something like an overview window with a single line for each colony and drop down menus for social or military projects letting you set their

6 Replies 164 Views

I like the idea of one tech excluding others. It would be great to have a handful of these as it would mean that games would vary. A further suggestion would be to limit some tech advances depending on the government type currently in ascendance. For example some of the more powerful battleships should only be available if the war party has at least 25% of the senate. Some of the pure research techs could only be researched if the technologists have at least 25% of the senate. This coul

21 Replies 202 Views

At the moment the auto-build for ships works well as it keeps building the last ship produced. Something needs to be implemented for the social projects though. I'm sure this is already planned but I would suggest a few governor ideas. (a) Set planets on build cheapest item first (b) Allow player to choose priority as manufacturing, research, economic, military or Social Then, whenever a social project is complete, a new project will start based on the priority chosen.

2 Replies 71 Views

Just a quick note on this. I know that these are not yet balanced. All the games I have played so far have been a colonising and then a transporting rush. The colonising however is a bit funny in that as soon as you colonise a planet you set it to making a colony ship so that you have 2 ships necxt time and so on. This I think needs more than just balancing. What I would suggest is either or even both of the following. (a) Colony ships can only be built on planets with a population

0 Replies 89 Views

The message window (bottom right) display messages from planet build queues. It seems however to place 3 blank lines between each message. This means that you only see 2 messages. You can scroll down but you may not realise that there are more messages. May I suggest any or all of the following changes, no lines between messages scroll bar only appears if more messages are there The number of messages on top (3 messages, etc) Previous turn messages achive

1 Replies 51 Views

At the moment this misaligning can be quite fun. I used it to misalign a few scouts and then sit them over (not in) star systems that I didn't want the enemy to capture. The enemy ships could not enter those systems! Bit of a cheat I know, but at a later stage in development it may be interesting to use the misalignment in conjunction with a tech advance? Phased ships?

8 Replies 150 Views

Most of the bugs reported in messages below have occurred to me at some point or other. The mouse issues are the ones which are annoying me the most. Some games I start and the mouse works fine, others I start and cannot get the mouse working. I just restart until it works. I haven't yet had the auto turns problem, but I would really like an option to turn off the auto turn. I sometimes want to move all my ships and then look around my planets which at the moment I cannot do. -

5 Replies 85 Views

maybe some form of nearest colony code, based on planet size/prestige. To determine if you can colonise a planet you check to see if any empire has a sphere of influence on that planet. This would sum up the 'influence' values of all the nearest enemy colonies and divide by their distances from the planet. If this was greater than some figure (Sphere of influence SOF) then you cannot colonies without giving the other empire the right to attack this planet. If you have a higher SOF on that p

4 Replies 213 Views