Starchaser12

Starchaser12

Joined Member # 2902272
25 Posts 13 Replies 9,170 Reputation

To DakrNeuron Post # 107 Address this: Seeing where everything is to colonize etc in turn 2 is too valuable. FALSE? If so, why is it false. And please, no "the AI can see everything" argument. Here's why it's false. [img]http://i.imgur.com/jVbo2YN.jpg[/img] Note, turn 352. and I'm just finding my opponents. Note that little blip on the lo

135 Replies 654,561 Views

I've had this happen twice in a row. I've loaded the game, and started a new game with a custom race on a small map, all other setting at their default. Created a ship in the ship designer, rushed it, and advanced one turn. On attempt 1, I exited to main menu and loaded the save game I am actually playing, went through my turn maintenance, then realized I needed to design a new ship. I entered the designer, and clicked on "New Design" and the game seemed to freeze, the c

0 Replies 2,767 Views

[quote quoting="post"] In a future patch, can we have an option that we can set limits to the number of warships (ships with weapons) each factions can have? Even have limits on each hull type with weapons. I ask because with that option, warships can become a great comodity. Imagine a situation where you either have to send your fleet to defend a potebtiaLoy volatile border or go after a pirate base. This would be great in multiplayer as we

51 Replies 185,602 Views

[quote who="econundrum1" reply="63" id="3552826"] As I will never play multiplayer I find the argument somewhat weak. Honestly I think the only issue with the cargo/sensor ship is that it's so powerful in the early game for finding where to send those early colony ships. That could be addressed bu making the first couple of levels of sensor tech take up more space. [/quote] BINGO! Best idea so far To Kyoss79 I play

135 Replies 654,561 Views

The first two require the Dense trait, but I prefer to use other traits. The ability to use any ship previously built that you have the tech for is clearly a bug. The game should be checking for ship loadout vs capacity. Have you (or anyone else) reported it in the bug section? I really don't have a problem with the tiny colony ships or the cargo sensor boats, if you want to use your resources this way. I don't play with a min-maxed style so it doesn't affect me. I

135 Replies 654,561 Views

[quote who="JorgenCAB" reply="58" id="3552729"] Yes.. I have suggested this very same thing several times as well. A very simple way to deal with the problem since it give you quite good sensors in the late game but not in the early game. You should do the exact same thing with engines as well... [/quote] And maybe you should leave others to play the game how they wish to play it? I play insane maps. I think sensor boats early are a waste of resources. I

135 Replies 654,561 Views

I don't post often, because I am much more into playing the game than reading about it. This may be a fault, because I miss a lot of chances to read good content, but it is what it is. That being said, there is one UI tweak I would appreciate, and one that might be something more difficult. The tweak I'd like to see is in the Govern window, Commands tab, Planets subsection, I'd like a way to cancel any of the project improvements. (The never-ending o

2 Replies 9,540 Views

I had that issue with one planet as well. One of the planets attributes was 'Shrouded' so I thought you might need a tech to colonize a 'shrouded' planet. Then the Drengins colonized it. I culture-flipped it a few turns later.

4 Replies 4,605 Views

[quote who="EvilMaxWar" reply="9" id="3443295"] Quoting admiralWillyWilber, reply 8 I have to say that I do the reverse while I use the Planet/ship tab; because it is better to my opinion on changing the build Ques for my whole empire. Quoting InquisitorFelix, reply 6 I wonder why you say that, I find the complete opposite. In fact there is no advantage to the Ship/planet panel Vs the Colonies Tab which give you all the same op

65 Replies 111,769 Views