Search found 47 matches
- Sat Jul 18, 2015 11:35 am
- Forum: Testing
- Topic: Planets not very interesting?
- Replies: 6
- Views: 13368
Re: Planets not very interesting?
A problem is that without having the key numbers and game mechanics how a certain biome would benefit a race the incentive to shuffle colonist is not there. The question arise during gameplay: why should I sacrifice valuable freighters (and loose money) to move colonist to the correct biome when I ...
- Fri Jul 17, 2015 4:47 pm
- Forum: Testing
- Topic: Planets not very interesting?
- Replies: 6
- Views: 13368
Re: Planets not very interesting?
So you have different building slot numbers.Is that it? No traits,resources or planet specials planned?
It's a Beta. Many features are yet to be implemented. Read the Planned features FAQ .
We plan to include a variety of planetary and system specials, more interaction with the minor factions ...
It's a Beta. Many features are yet to be implemented. Read the Planned features FAQ .
We plan to include a variety of planetary and system specials, more interaction with the minor factions ...
- Fri Jul 10, 2015 7:21 pm
- Forum: General Forum
- Topic: yuppi - MOO gets a new edition!
- Replies: 19
- Views: 40665
Re: yuppi - MOO gets a new edition!
I am looking at some released screenshots for MOO...
This screenshot makes it seem like they are using some kind of jumplane system for the game instead of free travel between the stars like in previous games.
http://wargaming.com/media/2015/07/06/MOO1.jpg
Please tell me I am wrong!?
*edit ...
This screenshot makes it seem like they are using some kind of jumplane system for the game instead of free travel between the stars like in previous games.
http://wargaming.com/media/2015/07/06/MOO1.jpg
Please tell me I am wrong!?
*edit ...
- Thu Jul 09, 2015 10:33 am
- Forum: Testing
- Topic: Running out of fuel range
- Replies: 7
- Views: 14441
Re: Running out of fuel range
Why not? Who knows how MOO2 intellar hyperdrive tech is working? So no illogical case at all here. I am sure the designer can invent half a dozen pseudo tech explanations on the fly why this is possible or not. (...it can travel home, because the hyperdrive flux cables which all ships are using in ...
- Wed Jul 08, 2015 5:02 am
- Forum: Testing
- Topic: Running out of fuel range
- Replies: 7
- Views: 14441
Re: Running out of fuel range
From a gameplay perspective, I think the differences between "redirect on arrival" and "redirect when outside of range" have pretty much the same consequence -- as they both end up implying that cutting enemy supply lines is a fairly effective strategy. "Redirect on arrival" probably makes the ...
- Tue Jun 30, 2015 2:40 pm
- Forum: Testing
- Topic: Planet invasion mechanics
- Replies: 28
- Views: 60117
Re: Planet invasion mechanics
I also have to say I always thought that the ground combat in MOO2 was almost perfect.
The only thing that bothered me is that ground defenses were kinda pointless, because even a modest ground invasion force was able to easily conquer a fully developed planet with maxed defenses (unless you ...
The only thing that bothered me is that ground defenses were kinda pointless, because even a modest ground invasion force was able to easily conquer a fully developed planet with maxed defenses (unless you ...
- Thu Jun 25, 2015 12:20 pm
- Forum: Archives
- Topic: Bug Report Archive
- Replies: 447
- Views: 1132012
Re: Report - Current Bugs and Issues
Game 342
Build r12961
Started playing as humans. A few turns later my lone starting outpost was attacked by two ships. They fired nuclear missiles at it, damaging it but not destroying it. Because of the damage (I guess?!) the 'Self Destruct' option for the outpost became grayed out. After spending ...
Build r12961
Started playing as humans. A few turns later my lone starting outpost was attacked by two ships. They fired nuclear missiles at it, damaging it but not destroying it. Because of the damage (I guess?!) the 'Self Destruct' option for the outpost became grayed out. After spending ...
- Tue Jun 23, 2015 3:33 pm
- Forum: Archives
- Topic: Bug Report Archive
- Replies: 447
- Views: 1132012
Re: Report - Current Bugs and Issues
I seem to have a recurring bug on the lastest 'stable' version r12911, where a new design sometimes has the default components instead of the ones I put in. I cant reproduce it reliably, but I twice made a new design - with a new name, produced a ship with the new name, and it had 'default' systems ...
- Sat Jun 20, 2015 6:03 pm
- Forum: Archives
- Topic: Bug Report Archive
- Replies: 447
- Views: 1132012
Re: Report - Current Bugs and Issues
Bug? Not yet implemented?
The 'Projects/Ships/All' tabs in the production window do not work.

The 'Projects/Ships/All' tabs in the production window do not work.

- Tue Jun 09, 2015 9:00 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1845
- Views: 3995699
Re: Report - Current Bugs and Issues
One more strange thing I noticed:
During combat, when you click on the 'Retreat' button, it will change to 'Confirm' and start to blink. If you then switch to another ship, the 'Confirm' button will still remain. If you then click on it, the second ship will retreat.
edited by sven : this is a ...
During combat, when you click on the 'Retreat' button, it will change to 'Confirm' and start to blink. If you then switch to another ship, the 'Confirm' button will still remain. If you then click on it, the second ship will retreat.
edited by sven : this is a ...
- Tue Jun 09, 2015 5:41 pm
- Forum: Archives
- Topic: Bug Report Archive
- Replies: 447
- Views: 1132012
Re: Report - Current Bugs and Issues
Ah. Looks like the game is falling back on some test art.... In the lower right-hand side of your Options pane, you should see a toggle that says "colored improvements". Turning this *off* will give you more consistent icons.
I believe that off is the current default for new installs, so, this is ...
I believe that off is the current default for new installs, so, this is ...
- Tue Jun 09, 2015 11:38 am
- Forum: Archives
- Topic: Bug Report Archive
- Replies: 447
- Views: 1132012
Re: Report - Current Bugs and Issues
I originally posted this in the bug report archive thread. I guess here is much more appropriate... Can a mod please delete the post from the archive thread?
A small graphical bug:
http://i.imgur.com/fOhIyaO.jpg
In the information window for the lab where it is shown how much research each ...
A small graphical bug:
http://i.imgur.com/fOhIyaO.jpg
In the information window for the lab where it is shown how much research each ...
- Mon Jun 08, 2015 4:32 am
- Forum: Testing
- Topic: After test game some observations
- Replies: 12
- Views: 19638
Re: After test game some observations
One thing I really,really like about the SiS game setup:
I have not yet seen two instances of the same race in a single game. Other games (SOTS and Distant Worlds come to mind) have a truly 'random' distribution of enemy empires, which in practice usually means that you will end up surrounded with ...
I have not yet seen two instances of the same race in a single game. Other games (SOTS and Distant Worlds come to mind) have a truly 'random' distribution of enemy empires, which in practice usually means that you will end up surrounded with ...
- Sat Jun 06, 2015 5:11 pm
- Forum: Archives
- Topic: Bug Report Archive
- Replies: 447
- Views: 1132012
Re: Bug Report Archive
A small graphical bug:

In the information window for the lab where it is shown how much research each lab tier generates, the icons for the first and second tier are the same.

In the information window for the lab where it is shown how much research each lab tier generates, the icons for the first and second tier are the same.
- Sat Jun 06, 2015 11:08 am
- Forum: Testing
- Topic: First impressions and some questions
- Replies: 6
- Views: 11685
Re: First impressions and some questions
A few more observations:
The shields seem a bit too strong, but it might just be me. Maybe I need to invest more into researching new weapons. :D
Why is the ship design button placed in the 'Esc' menu with save/load/options? Wouldn't it be more logical to have a design button somewhere on the main ...
The shields seem a bit too strong, but it might just be me. Maybe I need to invest more into researching new weapons. :D
Why is the ship design button placed in the 'Esc' menu with save/load/options? Wouldn't it be more logical to have a design button somewhere on the main ...