September 1-4
Technical
+ Exploit -- Cancelling flagship construction returns the resources it
would normally have cost
(
Link)
I'm not sure if anyone else has reported this(a quick search
didn't find anything), but repeatedly starting and canceling the build
order for the starting capital ship gives the resources required to
build the ship, if it wasn't free.
+ Crash/Freeze -- Widespread issues with lockups after loading saves
(IC)
(
Link)
same thing happen to me when loading a saved game. the crash
just freeze the game graphics and keyboard input (no ctrl-alt-del),
though music and mouse cursor still work.
+ Freeze -- Lockup when AI is attempting to flee a battle
(
Link)
The screen showed the red lines indicating the new targets and a
couple of them stretched off the screen. Tried getting a screenshot but
nothing worked and I had to reboot my computer.
Done it twice now. Each time my ships are attacking enemy ships as they are jumping out.
Game totally locks up and nothing works. The last time I was able to
kill it via Task Manager, but the two times before that I had to reboot
the PC.
+ AI Players -- Still making illogical comments to the player
(
Link)
I received this message from an ally, but had no ideal where
they were. Also, I get messages from Ally saying to the effect that
they will hold one of my planets until I arrive. But there were no
enemy ships near the planet.
Yeah, the AI is a little screwy at times Sometimes they'll ping the
planet in question, sometimes they won't. Sometimes they'll need the
help... sometimes they're just spamming you.
+ AI Players -- Fleets seen moving between planets at sublight, and
fleeing from battle over its last world
(
Link)
Twice that I saw in this last game, the AI ran from a planet by
way of its sublight engines instead of its Phase drive. The AI's ships
followed the phaseline to the planet that it was going to and
eventually went to phasejump after I left the ships alone and lost
sight of them.
+ Graphics -- Space elevators disappear from planets after loading a
save
(
Link)
load a save game, space elevators disappear, traffic ... dims?
or rather loses dimensionality... seemed fine on some planets, and on
other unless you viewed from a very specific angle there was no visible
traffic.
+ Events -- Under-attack notifications incorrect
(
Link)
Computer announces "Scouting party under attack" when trade
ships are attacked at an unowned planet. Computer announces "Fleet
under attack" or "ship under attack" for a scout ship that is under
attack.
+ Research -- Long range jump tech no longer needed?
(
Link)
After the last patch it seems the 'Long range jumps' research
topic isn't needed anymore to travel to other stars. In a game with
three computer opponents I saw scouts from all of them fly around my
planets and when one of those opponents offered me an intelligence
pact, I saw that that opponent was based in another star system (This
was very early game by the way).
So, thinking 'What the heck...' I tried sending my fleet to another
star without having researched 'Long range jumps' and it worked without
a problem.
Gameplay
+ Discussions -- Concerns and questions about superweapons
(
Link)
(
Link)
(
Link)
+ Discussion -- Which cap makes the best flagship?
(
Link)
What, in your opinion, is the best FLAGSHIP (not cap ship). Mine
is the Akkan because its also a colony ship and its pretty
balanced.
+ Feedback -- Traders/refiners giving poor return?
(
Link)
Im just expressing my opinion that the value of trade and
refinery values should go up...I really notice no difference when I
have them and when I don't except in the long run in which case I would
rather have the money to spend and an extra logistic spot...
+ Request -- Easy way to task strike craft with specific [guard] orders
(
Link)
One thing I wish we had was the ability to assign fighters to protect certain ships.
as it sits my fighters go off after bombers wherever they might be. Can
it be set up that fighters protect a target from bombers rather then
running after something else? I would like to keep a fighter squad (or
more) in reserve to protect a certain cap ship from being plastered by
bombers while in retreat. Perhaps a "protect target" mission button or
setting?
+ Idea -- UI ideas to reduce clicks required to do things
(
Link)
Let's say, I want to build a new trade station. I have the
resources, the research, just not the logistical points needed. But
this is no problem since I can easily build the logistics upgrade on
this planet and then start building of the station.
Quite a lot of work to just build a structure.
What I would like to have is the ability to just click on the little
green icon in the lower left of my building, which automatically starts
building the necessary logistic upgrade on the planet (if I have enough
resources of course).
Ongoing Discussions
+ Patch 0.78.022 is released (capital crews feedback)
(
Link)
+ My impressions of the new patch (
Link)
+ What should I do now... (mid-late game) (
Link)
+ Radio chatter on the highway (
Link)
+ Game Setup Options (
Link)
Unsorted - Please
make threads more focused on single areas of the game, so your posts
can be summarized effectively and go in the appropriate section of the
roundup!
+ Patch-- first impressions (
Link)
+ Okay my take on it too (
Link)
+ Version 0.78.022 ideas for improvement. (
Link)
+ My feedback on the latest patch (8/30) (
Link)
+ Interstellar Sublight Travel; Fleeing Fleets; Paused Fleets
(
Link)
+ Problems with new (8/30) version (
Link)
+ Suggestions to make the game better (
Link)
+ Thoughts on AI after latest update (
Link)