Search found 41 matches
- Fri May 22, 2015 6:59 pm
- Forum: Testing
- Topic: First Impression
- Replies: 42
- Views: 94952
Re: First Impression
Well, filtering is better, but a thought-out arrangement of icons on a snigle pane usually beats it too.
- Fri May 22, 2015 1:08 pm
- Forum: Testing
- Topic: First Impression
- Replies: 42
- Views: 94952
Re: First Impression
Tabs lead to a significant percent of players overlooking them and never finding the functionality they contain.
Just saying.
Just saying.
- Thu May 21, 2015 3:44 pm
- Forum: Testing
- Topic: First Impression
- Replies: 42
- Views: 94952
Re: First Impression
1) Build planetary defenses everywhere
2) Make sure both variants have a slot alotted for point defense
3) Build a sacrificial destroyer (all PDs) at the colony before the attack
4) At the first turn get that destroyer as close to the planet as possible
5) Have fun
2) Make sure both variants have a slot alotted for point defense
3) Build a sacrificial destroyer (all PDs) at the colony before the attack
4) At the first turn get that destroyer as close to the planet as possible
5) Have fun
- Thu May 21, 2015 2:15 pm
- Forum: Testing
- Topic: Not so first impressions
- Replies: 22
- Views: 33925
Re: Not so first impressions
It doesn't remember the settings, but a stretchable window is at least a workaround.
- Thu May 21, 2015 1:36 pm
- Forum: Testing
- Topic: Not so first impressions
- Replies: 22
- Views: 33925
Re: Not so first impressions
Ah, thank you!
Problem solved, for me:

Problem solved, for me:

- Thu May 21, 2015 1:32 pm
- Forum: Archives
- Topic: Bug Report Archive
- Replies: 447
- Views: 1127458
Re: Report - Current Bugs and Issues
As the retreat of all side's forces from the battlefield does not force the fleet to move to some other star:
- it allows for a milder variant of the old MOO1 retreat-exploit
- it allows feeble enemy forces (like scouts or colony ships) to stay in the system as long as they feel like it
I haven't ...
- it allows for a milder variant of the old MOO1 retreat-exploit
- it allows feeble enemy forces (like scouts or colony ships) to stay in the system as long as they feel like it
I haven't ...
- Thu May 21, 2015 1:03 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3501738
Re: Suggest - Features and Improvements
Understood.
Also, I'd like to second these points:
- Have a check box on the combat screen that toggles "fast animations".
- Have some UI on the combat screen that allows you to "auto resolve" the rest of the combat from there.
Waiting for the AI to move their multiple ships in-range during ...
Also, I'd like to second these points:
- Have a check box on the combat screen that toggles "fast animations".
- Have some UI on the combat screen that allows you to "auto resolve" the rest of the combat from there.
Waiting for the AI to move their multiple ships in-range during ...
- Thu May 21, 2015 12:58 pm
- Forum: Testing
- Topic: Not so first impressions
- Replies: 22
- Views: 33925
Re: Not so first impressions
Great to hear that!
Requiring manual movement of population to a new colony to speed its growth seems like a realistic and reasonable thing;
I'm pretty wary of discussing realism in space games.
Easy and seamless transfer of a million people from one gravity well to another indicates a ...
Requiring manual movement of population to a new colony to speed its growth seems like a realistic and reasonable thing;
I'm pretty wary of discussing realism in space games.
Easy and seamless transfer of a million people from one gravity well to another indicates a ...
- Wed May 20, 2015 1:54 pm
- Forum: Testing
- Topic: Suggestion for Tech Tree Layout
- Replies: 9
- Views: 20464
Re: Suggestion for Tech Tree Layout
The current techs implementation make it impossible to create a coherent tech tree on a 2D plane.
Here's about 7-8%% of tech connections mapped:

I didn't go further than 100 turns and it's already a mess.
Here's about 7-8%% of tech connections mapped:

I didn't go further than 100 turns and it's already a mess.
- Wed May 20, 2015 12:56 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3501738
Re: Suggest - Features and Improvements
Default transports (as opposed to a custom transport design with an invasion module) aren't really ships.
Scouting with them is useless and they do operate as intended only when they are removed from the main map and from direct player's control, both for trade and for transporting population.
In ...
Scouting with them is useless and they do operate as intended only when they are removed from the main map and from direct player's control, both for trade and for transporting population.
In ...
- Wed May 20, 2015 12:30 pm
- Forum: Testing
- Topic: Not so first impressions
- Replies: 22
- Views: 33925
Not so first impressions
First of all I'm sorry for the delay, because suddenly I hadn't enough time to play the game properly.
Now I've played it quite thorough and I like what I see.
I like stockpiling, I like the art, I like the automatic development of colonies and the overall game pace is great.
I love the fluid ...
Now I've played it quite thorough and I like what I see.
I like stockpiling, I like the art, I like the automatic development of colonies and the overall game pace is great.
I love the fluid ...