Once again, thank you for a truly great game. My wife is not very pleased with Stardock...but my 4 and 6 year-olds love watching it :) I am sure this topic has been covered before during the beta, but here are some thoughts on additional rules of engagement for fleets. Since we are encouraged to use fleets to utilize the AI to help us manage several fleet engagements at a time, this is an area that I feel could use some tweaking. Since we are supposed to be playing at the grand strat
Tampa_Gamer
I would like: (1) Ability to name fleets, see rational/thread [link="https://forums.sinsofasolarempire.com/?forumid=402&aid=175389#1451565"]HERE[/link] (2) Ability to see move orders given while game paused, see thread [link="https://forums.sinsofasolarempire.com/?forumid=402&aid=175393#1446320"]HERE[/link] (3) More fleet engagement/formation options (moddable) which are cycled as they are now based on clicking. [warning - I know nothing about the moddability of the fi
When you give a fleet change orders to change its engagement range or cohesion, do you need to have the whole fleet selected, or just the leader? My experimenting last night lead me to believe that they respond quicker having all members of the fleet selected, but this does not necessarily make sense.
None in Florida yet, but like others I d/l it Monday night so just severe sleep loss here...
Not sure if this helps, but I was trying to "pin" the production facilities to the UI tree last night but it was not working. I then realized that it is not necessary because if you simply click the planet/gravity well icon in which the production facility is located, the "smart" UI at the bottom of the screen changes to allow you to select ships to produce. Of course, this requires you to remember where you placed those facilities...
After more gameplay, I am more convinced then ever that we need some way to differentiate between fleets. If nothing else, perhaps the fleet icons could have different accent colors or something. But unless you expand the fleets and they have different composition of ships, they are very difficult to tell apart on UI tree.
Agreed, I find myself bouncing between the two as well.
Unfortunately, at least for me using "SHIFT" does not display prior orders given when in the paused mode. It does permit you to stack orders, but you get no visual indicater of acceptance of any of your orders until you unpause the game. I respect the fact that the vast majority of players out there could care less about this issue and I fully agree that in the big scheme of things, this is small annoyance and way down on the fix list. Nonetheless, it is an annoyance to those players
This probably falls into the category of a small glitch, but currently when issuing orders while the game is paused (as many of us turn-based converts do) you must unpause the game to get those movement/attack/new rally point orders to show-up on screen. This is annoying because the player is left without proper interface feedback to know when they have properly given the order (I have found myself continually pausing/unpausing the game to make sure the order was properly given and that I posit
Fantastic game so far, I have posted my initial impressions on other forums but so far I have no regrets for making this a Day 1 purchase and am glad to finally play a great 4x space game without wincing at what they have done (MOO3, SE5, etc.) Allowing players to rename capital ships and planets is great and certainly adds to the immersion factor. However, I would also like to see us have the ability to name fleets (and please forgive me if you can do this already, but I tried using t