How about just enabling planetary options for BOTH repeat project and ignore empty queue's? Do we have hope? we do keep asking, but not sure its hope, more like yelling at the rain. TBH, pretty sure these kind of requests are just as ignored now as they were during paid beta. Accordingly, I would not hold my breath for this ever being acted on.
Caveat_deErinyes
Found an interesting bug the other day, and can not find any other reference to it. Promoted a Commander to Privateer, spotted an opponents citizen transport, attacked it, won, captured it... but I now have a tiny ship that I can do absolutely nothing with (all options are grey), and the game is in a process loop that tells me I have to do something with it. Seems there is something crucial missing here. Either the transport should be flagged as not conver
At 2560 x 1080 resolution, noticed a resolution discrepancy that was not present prior to patch. If engaging a race via the diplomacy tab, the side bars do no black out as they should, instead showing the previous screen (making it near impossible to read). If you go to players planet and choose "speak to", it correctly blacks out the side bars.
[quote who="erischild" reply="3" id="3485062"] So excited! The family is mocking me for my grin. Even the gamer geeks among them think I have gone a little overboard. [/quote] "We don't need someone crazy. But one step sort of crazy, what do you get?" "Obsessed?" "Passionate."
I will make a variant of the TA as a custom race, with my star as its home system.
[quote who="parrottmath" reply="71" id="3481521"] It would be neat if the ship models get updated to a newer look, or some other visual effect occurs. The advanced tech age might be a good trigger for random events as well. As with the requirements it has currently, the game can assume that the player has ships with guns on them. [/quote] I'm not so sure about that last part. One Dev has already commented on the intricacies of diplomacy in regards to cultu
[quote who="sulley1" reply="30" id="3481505"] Many, many of the ideas here should be implemented. I would actually like the ship autopilot routes to be changed back to the galciv2 versions. They were so much easier to look at. The blue was familiar and having all the colors just distracts from the other visuals in the game. I want the game to feel polished and look good, not have great looking ships with very poor looking UI on the map. [/quote] I'll secon
Keep having this one stray through once and a while: Selectable LZ for the initial colony. Also, would like to see an auto option for constructors to hunt down SB's (and SY's if they are going to be like SB's after all) that need repairs or upgrades (in that order).
The analogy that I am getting from this is akin to another game that has "ages", and bonuses that correspond to those ages. Maybe they plan on something similar? Other than that, it's just another mile marker that will likely be ignored unless there is something tangible to go with it.
I saw another thread where they were also experiencing this issue with a system with CPU graphics and a dedicated card. They switched from the dedicated to the CPU, and it (missing text) was fixed, but the graphics quality suffered horribly.
You can do the same thing with your own SB & SY (build SB, un-anchor & move SY to SB tile, drop anchor). I am also guessing this is a bug, but have not seen anything on it one way or another.
Post title should be changed to "Planetary Hex Bonus Icons Wrong", since you are not discussing the adjacent tile bonus issue itself.
Thanks for that link Rhonin.
[quote who="DARCA1213" reply="5" id="3480262"] Come on! It doesn't always have to be a live stream to answer questions... [/quote] Apparently they all drank the YouTube kool-aid and have since forgotten how to use "old school" forms of communication like a keyboard and forums...
[quote who="DARCA1213" reply="25" id="3481224"] You realize I'm only going to use the first sentence you wrote. [e digicons];)[/e] Combat 11. [/quote] Yes, but you are lazy, so bleh [e digicons]:P[/e] Even if they like All the idea's... how long would we be stuck in Alpha so they could implement them all?
[quote who="Keystone1788" reply="51" id="3481267"] Right now the concept of Ages is a hard barrier which requires an elaborate explanation for why a civilization which just researched "Agricultural Optimization" can't start trying to figure out "Food Distribution" or "Intensive Farming" until they research Missile Point Defenses and Zero Gravity Construction. [/quote] Because you would obviously need a rigorous missile defense system to defend your crops from the nati
Require colonization ability of Planet Type before allowing that type to be invaded. Also, only allow bombardment of planets (if researched) that are not meeting the above requirement. Available bombardment types would be further restricted to targeting population and/or structures using the same research restrictions. Further, Keep bombardment without invasion as an option. This would add a dynamic to hamper or even eradicate colonies without requiring the "invader" to take c
I recently found a crash bug when removing an Omega Research building from a planet (killing off research once all viable components completed as game freezes once all available research is done). If I left the building alone, I could play on. But even removing the building causes game crash at the end of the next turn cycle. I need to do some more testing before I submit since the planet in question has 8 or so SB's affecting it.
[quote who="parrottmath" reply="42" id="3481102"] I think it is a good way of not forcing cross tree tech requirements, otherwise, I think planetary invasion should require at minimum the colonization tech. [/quote] Personally, I think that some technologies Should require some cross development to be researched. Example: Blocking higher "warp" speeds without corresponding life support AND gravitational control research (both of which could easily tie in
[quote who="EleventhStar" reply="21" id="3481171"] You should add making of Federations to the list. Was a interesting idea from Stardrive. Basically a stronger bond between civs then a alliance, where you get control of the other civ. This way you can get full control of a other civ by either a surrender or a federation, and you can get partial control of a civ by either by making then a vassal or making a alliance. [/quote] </
Thank you for the update, and again for at least looking into it.
[quote who="Intrepidation" reply="5" id="3481094"] You know if they fix it it will break the rules for the alpha and become fun! Mine crashed again last night on turn 350 or so. [/quote] Oh Noes, A Fun game... Whatever shall we do?!?!?! QUICK, grab something mundane and go be bored for a week...
[quote who="charon2112" reply="9" id="3481081"]I believe they covered launch direction in one of the latest podcasts.[/quote] TEXT!!! I (we?) WANT IT IN TEXT! Confirmable and quotable text! I despise watching infomercials, and podcast's in general right after them. Nothing personal intended, I just never subscribed to the YouTube/podcast generation propaganda machine.
[quote who="parrottmath" reply="38" id="3481076"]I've not been swayed one way or the other at the moment. Is there anyone that feels strongly toward having the ages?[/quote] ... [quote] Act your Age![quote]I don't know how, I have never been this old before![/quote][/quote] Sorry, couldn't resist. Anywho... I guess I might be swayed a bit better on this if there were some restriction on survey rewards being equal to the
OK, here's one for the request list: User able to Pick Launch Direction from Shipyard / Planet / Starbase