ok fellas, found an interesting bug/error. Pirates. The pirate rogue, (based upon the scout frig model and design) was instead using AUTOCANNONS and had the same attack as the guarda flak, and the pirate reaper (based upon the guarda flak frig) was using lasers and had the same attack power as the scout frigate. also noticed that my flak would not attack normal ships after shields were down. 1280 x 1024 60hz 2 sample highest textures PC: Win Server 2003 std.<br/
nukeofwf
The simple way that i make sure that group jump works is that i right-click on the move button in group mode and then i left click the button to select the move command, and then left click the system i want them to group jump towards, it has worked without problem for me multiple times.
I have played a game with 80 planets and 4 systems. I was able to take around 12 planets before even SEEING an enemy ship, much less a planet, finally as i almost dominated my star system, i found an enemy planet string, crushed it and then went on my merry way to the other 3 systems, where i had to fight tooth and nail to hold even one planet in each.
I personally think that the 'beam' should be a straight firing weapon, yes, i do have to agree that the 'redirection' system in the tips would be a good idea, but you have to think about heat and wear on such a small part of the ship, if you wanted to cripple the cannon, one good hit to a 'mirror' would take it out, or at least put a huge dent in its accuracy. Plus we know that warfare is not the Trade feds forte. So, i think that just developing a beam cannon to begin with was a feat of enginee
I still remember that there was 'something' bigger than a SSD... i just don't remember what they called that behemoth. i think it could DEPLOY 3 SSDs if it wanted to.
I just played your save, same issue. i personally think it has something to do with the fact that you had over 200 ships attacking and moving at the same time... i had a save from an earlier version, that when i had over 200 ships moving and attacking, crashed. Anyway, when i played it it did crash, and i sent the dumpfile to the devs, just in case.
LOL, ringworlds... really, everyone knows that the artificial DOOM planet is better in concept and form. how are you going to keep atmosphere on a ringworld. AND WHO IS FIGHTING OVER A STUPID GULCH IN THE MIDDLE OF NOWHERE WITH NO EXITS! Oh and by the way, im gonna sing the doom song now... doom-dy doom-dy dooom, ad infinitum.
In regards to the repair platform error. it seems to occur when you click on the platform, regardless of whether you have researched the speed or not. it seems that the 'fluff' text is missing or misplaced.
Actually the lines going thru the planet will extend past the grav well if you have enough 'culture influence' pushing at that planet. i think it has to do with the rate of increase. but in some games i have played, the influence will be visible poking past the grav well when it is selected also.
Also, i noticed that the guardia (or whatever it is called) flak frigate will attack normal ships, but only if they have shields, and they only do around 3 pts of damage per attack. then if shields ever fall, they stop firing on that target. so that shows that anti-fighter weapons, even though they read as having an attack of 19 have a 80% (verified in game files) reduction in power. Also, was told in another thread that flaks only firing when ship had shield and then stopping at hull
I personally thinking the Marza dreadnought and the Kol Battleship should LOSE the squadrons. they are war fighters, and their size notations have been notorious for not having a fighter compliment.
umm... i would say youse guise were wierd... but who am i to judge... oh wait, takes one to know one as they always say. peace is a lie, there is only passion...
Also, i noticed that the guardia (or whatever it is called) flak frigate will attack normal ships, but only if they have shields, and they only do around 3 pts of damage per attack. then if shields ever fall, they stop firing on that target. so that shows that anti-fighter weapons, even though they read as having an attack of 19 have a 75% reduction AT LEAST against ships. knowing that guardia's couldn't hurt my ships made fighting pirates a lot easier, as i now know how to prioritize m
I just played a 'last flagship standing' game. the AI was HORRIBLE. I was able to kill off 2 AI players immediatly by having a fleet of 6 scouts and my flagship. first kill was the AI sent his flagship scouting into my home planet, my fleet concentrates fire on the flagship, and instead of running away, he just runs DEEPER into my gravwell. the second was when an enemy used their flagship in an attack fleet, just focus fire and bye bye to him too. most others were killed by the other a.i. in pro
Also, if we expand the tech tree, perhaps make more than just 2 menus of tech. perhaps a chassis, weapons, empire/trading, and artifacts tree? In another point, perhaps add another tier to the research tree, the 'epic' techs that have a redonculous limit to them that add a small % upgrade to all things. And for last, i seem to think the Kol, for a battleship, does not do enough damage with its beam attack, 8 i think is what the build tip reads it at. could there be a tech that
i would like to see an option for a constructor ship to be sent into 'the void' to maybe build a forward phase interrupter / defense outpost thus making an argument for control of constructor ships manual.
actually, the devs have said that there are techs that exist for the free jump system still in there. Like a principle i would guess, so maybe it is not such a big overhaul as we think.
Yay, i was wondering when i would find another HH fan. Yeah, i like the idea of having a larger 'non grav well' area for scouting and whatnot. maybe add in a realistic 'signature' and 'detection' values for fog of war.
One thing i would like to see, is a ship/weapon system that only damages infrastructure or at least does more damage to infrastructure than to population. That way you can subjugate the population for a faster colonization.
I just noticed a redundancy in the research tree.. or maybe they do different things. The long jump research, 'jump to other star systems' right? The jump drive relic, 'jump to distant star systems' ... I just don't understand. Maybe a throwback to other travel systems? Perchance anyone could enlighten me to this?
I was thinking that the Kol 'battleship' (and i use that term lightly) seems to be easily outmatched in firepower by the 'support' ship that has missiles. I think that there should be a level 7-8 research to make the Kol's 'beam cannon' a really destructive weapon, as currently i do not know if it is affected by the laser upgrades or not. Also, is it possible to find out if shields are more or less resistant to certain types of attacks? (i mean does laser fire do more damage to shieldin
Noted Research Error: Repair drone upgrade tech says will upgrade speed from 15 to 20 per sec and then 20 to 25. Repair Dock module already repairs at 20 per sec, when researched once it ups to 30 per sec after the second it is rated at 40 per sec. Also, researching the tech caused a 'string not found' error on my machine, i was able to skip it, but the tooltip for the repair dock has a small yellow 'string not found' line at the very bottom... no idea what should go there, as a
ok, somewhat pertinent to my 'research' topic. I was thinking that the Kol 'battleship' (and i use that term lightly) seems to be easily outmatched in firepower by the 'support' ship that has missiles. I think that there should be a level 7-8 research to make the Kol's 'beam cannon' a really destructive weapon, as currently i do not know if it is affected by the laser upgrades or not. Also, is it possible to find out if shields are more or less resistant to certain types of attacks? (i m
i have noticed in the .004 update that the tooltips for the carrier heavy fighters and the utility targeting abilities have been fixed. make sure you have used SC to get the newest version. but i too noticed some tooltip issues.