Oh heres a slight improvement, while old elevators disappear, newly colonized worlds will have their elevators.
Gauntlet03
My system is pretty nice, 2ghz 2 gig ram, 512 mb video. Also missing various textures, the big capital shipyard, and the light carrier cruiser are super super dark, with blue highlights, and no gray
SO Pre-Patch would load a save game, all space elevators disappear traffic remains. Post-Patch 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. Hope it helps.
Actually I did uninstall and then reinstall, I worked around it by taking another cursor texture and copying and renaming it to fill the missing entries... now my cursor has a floating eyeball with it lol but at least it works. No apologies needed,
I'm not being negative, I was just realllly sad when these things happened... 1. Started game for a little bit, and found that every time I stopped scrolling with the keys it made the 'click' sound effect... the madness... AHHHHHHHHHHHHH 2. Quite and came back, and now, upon start I get a series of errors that tell me Im missing the cursor textures. Hard to play like that... sigh..
Well against 6 opponents and 50 planets my PC still runs this game great! But I did notice some more graphical issues... 1. Disappearing tether/traffic stations happens rarely, even if the game is not a save game, when it is a save game, they all just disappear forever... 2. Ship explosions not happening, tends to happen when their is an excessive amount of firepower, the ship dies and disappears it does not explode. 3. Having 30 Capital Ships together at onc
Well I for one think that we shouldn't be too too concerned with realism, so I even if the effect of dispersion of laser weapons (or particle beams?) is negligible in a vacuum, I think it would be a very nice touch if lasers lost their punch at longer ranges, and did more damage at closer ranges, it would simply be very cool, and encourage you to close range with your battleships. That being said, I was thinking, and it would be great as part of the 'tougher civilian ships' upgrade, if
1. When loading a save game, all my space elevator stations on a planet disappear... no new such stations ever re-appear in the game. You know the little buildings where the 'trafic' fly through. 2. Sometimes ships in transit via phase jump will have no phase jump special effect, even at max zoom, thus the ship simply looks stationary but is actually moving quite fast of course. Also sometimes grouped ships will have a phase effect for some but not others at different zooms, that gets a
yes yes all we are doing is landing the 'ruling class' sorry but thats the worst way to explain it IMO... Hmmm how nice of my planetary bombardments to target the ruling class exclusively... Amazing.
mmmm yes, a species which doesn't need to traverse the horrible demon field other-space to travel interstellar distances, and thus open holes in the universe for such creatures to enter our realm... truly these are a worthless people!
I love the idea of a surrender mechanic, being a percentage chance based on the planet's loyalty and the level of bombardment... IE rapid bombardments should increase surrender chance... whereas one pillager should not... also this could have an effect on pirates... planets could surrender to pirate bombardments... they dont switch sides, instead you lose 500 credits and the pirates stop bombarding the planet for 5 minutes. It would be great if the surrender mechanic was influenced by y
I thought I heard this was possible but I can't seem to find out how to do so... anyone know?
About Orbiting: interestingly enough the now ancient space game of Ascendency had orbiting... it was turn based of course, each turn the plants in a system... in all systems moved on their projected path by oh so much... It didn't matter very much, and the AI was so bad that what tactics could be exploited were not neccessary... buuuut it was cool... I would plan my attacks to coincide with the right orbit, and this allowed me to enter the system and destroy/invade planet A
You know what would be a hilarious function of the game? If unit AI was improved by techs you research lol... thus 'enhanced cybernetic piloting' tech would allow your units to actively intercept (Lead Pursue) targets! This would be downright original!
there is a technological excuse or counter excuse for absolutely anything in a scifi universe. I'm not interested in how they justify the lack of Fog of War in system from a story or realist point of view. Purely Game Play, as a game is it better or worse without fog of war in system. I say worse, as it limits tactics.
well, I like the idea of counter PSIDAR... however, I believe that there should not be an infinite possibility of building this up. I think that at Max PSIDAR versus Max cPSIDAR that it should be a roll per ship to see if its detected. Thus any sizable fleet will be detected overall but its exact size and composition will remain unknown. I like jump points it makes it manageable. However it would be nice if we could find ways to cleverly jump past the fortress systems... perhap
which is why an upgrade to give the gauss a additional flak turret would be great... it would simply become more effective/faster to destroy them head on with superior capital ships and such. This would at least damage my fleets and force me to consolidate or rotate 2 fleets in and out of action.
if it can move that would make it alot more useful as a scouting tool
i think that the planets should be able to get beam and missile upgrades that will shoot up at sieging ships... we should have a defense 'station' which provides long range missiles and has its own flak and gauss cannons. An upgrade should be available to the gauss cannon to add a flak weapon to it. The limiting factor to the station should be that its 5 or 6 tactical points and a absolute limit of one per system. And of course: COST
i like the pirates, and I dont mind them being a threat, it fits the TEC background I think, but I've never had them be a threat in the mid to late game, I play on hard with 5-7 opponents. What I do dislike is that they don't act like pirates, they act like a battle fleet, Pirates should never engage turrets unless they come in very large force... they should always focus on avoiding fire, while blowing up small fry ships, they shouldn't bomb planets, instead when your trade ce
no they automatically form up into vertical ranks at times... there are no specific formations or commands thereof
I've had this happen too, what seems to happen is that the line is so long, one end or mid point of the formation is just weirdly in the gravity well, and one ship is just kind of fidgeting to make room it seem the AI just sends one of the ships in front of the main armada and into phase jump, clearing space for the straggler. Thats very annoying... It can be avoided by having your fleet split into 2 or 3 groups instead of 1 huge group, but I hope we don't HAVE to do that, they should s
Well, 1. I try not to think about one star having so many planets, frankly its silly, they call this galactic warfare, but its not, its interstellar certainly, but nowhere near galactic in scale... but regardless thats not very important, you can think of the star as the center piece of a galaxy instead, and the planets are simply the only planets in the galaxy worth visiting lol. 2. Hot and Cold planets, meh doesn't matter where they are to me, but they need more visual types
random events are great for spice, and also the more extreme ones should be optional but definitely be there, anything that destabilizes the order will make games more unique each time you play, and therefore more memorable - even if I lose it'll be great to remember, and to have played.
PS- cant wait to see what Stardock/ironclad Does do with pirat!s.