Making the bling pods look different would ruin the effect. Just make it easy to tell in the design window what is a real pod and what is a bling pod. Since we've already got modules that look identically, we're going to need tooltip help or more in order to tell which modules are which anyway.
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Solitair, I was thinking of a convoluted solution that would have the same effect. I can't think of a downside to your idea, which is better than mine in every way. I think you've come up with an excellent solution. The biggest way this would alter the game the way it is now is that either the cost of the basic colony ship would be reduced, or the cost of a single colony pod would be increased. Hmmm... limit the population to 5M per real pod, and then sca
Aren't you supposed to have the day off? How are we supposed to ambush you Tuesday with our demands if you're spying on us? Yeah, I know, that's why you don't want UI input on most of the game yet, it's all subject to change (yes, someone asked for input on the research and ship design screens, but my suggestions are for the main screen). But for a user to not give the
Like many, I have frequent CDTs when colonizing planets. If the devs need another SmartException report on that, just let me know, for now I'm assuming that they've received numerous reports of this. Second, the game hangs a lot on my machine. It seems to be related to autosaves, as it happens more frequently when the autosave is set to 1 compared to 24 (on a side note, unchecking the autosave box does not turn off autosaves). Basically, the dialog box
Zoomba, your mention of missing the beaker icon touches one of the more annoying features of the UI. That is, the next turn button enables at the same instant the icons start sliding on the screen. Since they're very dim at first, they're easy to miss. Several times, I'd hit next turn and only then realize that there was an indicator icon dropping down the side. I think that to improve this situation, we should be able to turn off the drop animation, or s
I know how to bring up the ship upgrade window, but do I do the upgrade by hitting save, or would that save the changes to the definition of that type of ship? Context-sensitive tooltips on the Save button will fix that issue before retail, but maybe if that's the way it works, the button should change to Upgrade if this is how that screen was brought up. Yes, Colony Ships are a pain. The design can't be upgraded since they're seriously over capacity. Not
ile whatever applicable bugs I find).
ect to spend a lot of time actually trying to play the game, since that isn't the point of the first beta, but rather poking and prodding, getting used to what is there, and making sure that it works.
g the game.
he UI code doesn't implement itself).