i'll second all of the above of Sparhawk and Iswalie! You guys already said 90% of what i logged on here to report. I have read that the goal was to have city building be simple (non Anno- or Settlers-like) so that it doesn't distract from the core of the game. However right now it is tedious without being compelling -- Way too much effort spent going back and demolishing buildings that are no longer optimal now that a city has leveled up. (deleting worksh
smakemupagus
Just chiming in in support. I also don't care for essence coming only from combat, via xp. Either make essence a more nearly flat per-turn resource, or enable the sov to level by performing other types of activities (crafting/administering/etc.) To be honest, so far, I am not really digging the gameplay concept of essence in general. I'm hoping that some tweaks are coming in later betas. Or, that it's actually really awesome i'm just being dense and missing som
I followed a link here (it's now just after TotA release) and just wanted to say Nice post, Lots of comments that still apply. Very nice to have motivated fans in this community to help out the devs!
Man, you're just lucky you didn't get hit by a Harpoon.
6) (Sorry!) Never been a huge fan of the colonization-based ethics choices, which always favor evil. Some events not tied to colonization, and some that favor good/neutral please!
In order of priority, 1) tech tree bugs, e.g. Thalan starbases, and any existing building bugs, e.g. Mind Control Center 2) a lot of what you guys have done with the GUI is really great and kudos for that! But since you asked there are some really basic elements missing like: Being able to move multiple selected fleets with one click. And being able to refer to where a given planet is when setting a rally point. And a ship building queue, like "Build one defender, then sp
Agree especially with your #4. To add a UI peeve of my own, you should be able to issue the same move command to multiple selected fleets and have them all execute the order. re: 1), it's somewhere on the options menu. Uncheck "remove function components on ship upgrade" or something like that. re: 3), you're right that there's no number, but the graphic changes in a pretty noticable way as the mine upgrades. Also you don't have to move on/off, the miner has an "improve" com
I agree! Seems like you can regularly pick up Weather Control or another powerful empire-wide effect, in return for just some crummy early game tech.
The planetary invasion screen crashes (CTD) for me, when I'm on the receiving end of an invasion.
I've also had a crash every time so far when the enemy invades me (3 attempts), but not when I invade him (1 attempt)
The new Beta 4. Minor race Caranoids have appearently built an mining starbase on a research resource; it's invisible on the main screen and mini-map. I can click on it and get the info panel, though. *edit* The Caranoid base became visible after a few turns. A little later in the game, one of my mining bases was briefly invisible also (it became visible when I added a module).
update after playing this out another ~50 turns. I've attacked the Terrans. Despite losing Sol and a half-dozen other systems, they have still not built any combat ships; at this point i just have spore ships with a torpedo launcher attached single-handedly wiping out their space miner garrisons. The terrans immediately bought the Korx into a war ... the Korx are doing fine. Eventually the Drath declared on me as well - they're in the same bad shape, fielding only non
Another tech that seems to be missing its ship components is the Ion beam weapon (ranks 1 2 and 3), at least in the Korath tech tree.
Happy new year everyone! ---- Pretty serious AI failure in my latest beta game: It's mid-game, I'm playing as Korath; Terrans end up being the main rival. (tough, large galaxy, random events off). They control the most space, although they started on the far side of the galaxy and haven't been involved in any major wars that i've noticed. I notice their performance on the charts is strange; leading by far in research and industry but their military strength is dismal.
seems like a mini-bug: the Xalax and Zalon defense coordinator modules are enabled not by their own techs, but by "advanced defensive techniques" on a seperate branch. looks like the "xalax" tech itself is useless? playing as terrans in beta 3D
thanks for replys! @starstriker: Yor vs. dark Yor, you must be right, i actually didn't know they were different ;) I was refering to the ordinary playable Yor.
Playing as the dark Yor in Beta 3D - I've built an economy starbase and can't build any production modules on it, nor find an enabling tech anywhere in the tech tree. Just wondering if this is a potential bug, or if i'm missing something? (Or, If they're truly missing and it's intentional, i'd recommend some explanitory text somewhere, it's confusing! :) thanks!