ThunderFoot

ThunderFoot

Joined Member # 563257
2 Posts 9 Replies 57 Reputation

Being able to set "auto-attack" for fleets. The behaviour of those options on a fleet level are inconsistant. You have to go through each ship individually, if you aren't careful they leave the fleet, and even if you succeed in giving the same order to all ships the fleet doesn't always follow them anyway. ~SDC~

238 Replies 7,876 Views

Amusing bug with UN resolutions... Number of modules on a space station limited to two... Is true when you first move the constructor over the station you get told you can't build anymore and _sometimes_ the constructor stays in the space next to the space station, but sometimes it moves over the top of the space station still (specially if you build two next to each other and aim for the far one, but sometimes it happens with just one) and then you can just click the "construct" button and it'l

684 Replies 24,209 Views

UI issues... Keyboard commands... I know it's awfully old fashioned to want to use a keyboard, but I play on my laptop (a tiny FUjitsu Lifebook P2110) often while I'm walking around carrying it and it would be _far_ easier to have "Enter" and "Y" and "N" work, or maybe 1,2,3 on moral choices, rather than have to try and move the mouse to the appropriate location while walking... :p ~SDC~

9 Replies 522 Views

To stop some of the abuses of starbases, while still maintaining the general strategies and the starbases proper uses I'd like to suggest that instead of stacking, that only the _highest_ starbase bonus in a given sector applies. So you couldn't build 5 in one sector and get +400% production, but could still max out one and get a substantial boost. At the moment starbases have too much of a focus for human players while not for the AI, and it's partly because they are abusive in bul

1 Replies 127 Views

As Jason says _any_ form of money or production being transferred can potentially screw up the balance. I don't really mind how it's solved except that it _must_ stay within the same planet. Transferring production to other ques based on their percentages would be easiest to implement though I still like the idea of giving the sliders to governors the best. While you could potentially have a governor for each planet I don't see anyone really doing that, but hey, if you want to micromanage ra

205 Replies 12,532 Views

I like option G, but then I'm biased seeing I originally suggested it. Grin. Shipping points to other planets is bad since you can set things to not produce anything of a type, so you could set it up so all your resources get funnelled back to Earth to make wonders or battleships instantly. Similar problem with putting the money in the bank. It throws out the _planetary_ balance by doing any of those things. The reason I suggested sliders per Governor was because I was

205 Replies 12,532 Views

Military Production bonus picked at startup has no effect. I put Military to 100% but only had 10bc a turn still and a colony ship still took 5 turns to build. I was thinking maybe the bonus pack hadn't installed properly, but some of the other bonuses (like planet quality) work just fine. The next one is fun... If you manage to get _negative_ espionage_ (by losing senate control) it still subtracts it and counter wraps so you get about 4 million listed under "spending on this race

684 Replies 24,209 Views

I'd like Auto Scout for scouts, so I don't have to manually send them everywhere. I find it really frustrating having to explore manually. Also I'd prefer the Social/Military/Research slider was on a planetary level, or (perhaps better) associated with the Governors so I can have early planets focus solely on Social. I find that often smaller planets can't build _anything_ unless I have 100% social production, but that messes up my bigger planets. So I like to have a Governor w

689 Replies 24,060 Views