I totally agree with the suggestions. More stats on weapons and other items would definitely help to understand what their advantages/disadvantages are. The torpedo question is a good one, I've been wondering the same: Sven, you please shed some light, there? What is the advantage of torpedoes over ...
I don't seem to find any tech to upgrade mines. All other "resource buildings" (farms, labs, factories and markets) can be upgraded, but not the mines? Is this a balancing issue? If not, I would very much like to see a tech tree branch to upgrade mines, too.
Intervention When you happen to have a fleet in a system where your ally and your enemy battle it out, you are offered the option to intervene. The unexpected thing is that you are then attacked by both, your enemy and your ally. If you happen to win, your ally acts as if this never happened. Shoul...
Boarding: hold your fire When trying to capture an enemy vessel, it is not helping when your ships are automatically firing at the vessel. A "don't shoot this target" command would be very helpful in such situations, maybe, in addition, even a general "hold your fire" command. W...
Boarding: hold your fire When trying to capture an enemy vessel, it is not helping when your ships are automatically firing at the vessel. A "don't shoot this target" command would be very helpful in such situations, maybe, in addition, even a general "hold your fire" command.
"Ballistic shields" are better known as "armor." :D Almost, but there is a fine difference: shields can recharge and require energy, armor usually does not. Currently shield piercing is an all-or-nothing proposition, which was not my intent and is clearly a balance problem. This...
Ballistic Shields As long as the victim does not have force fields, railguns are overly powerfull, often resulting in one-shot-kills. I hence suggest a new shield technology: ballistic shields. They can only block projectile weapons but not energy weapons. Thus, they are lower tech than force field...
... Mostly I think what would help is a small icon for each race next to the overall habitability or next to each zone and a number or icon for how compatible they are. e.g.: Arid icon has 3 races next it, one marked green, two yellow When it comes to terraforming, the window could show the before ...
Zoom to location for all events For some events you can zoom the map to the affected location, which is very useful, especially on large maps. This is not the case for all events, though, for example for starvation events you have to "manually" search the planet on the map. It would help ...
... only weapons from the second bunker are available. Weapons from the first bunker seem to have disappeared. It's my understanding that what you see as "Planet defense #2" design is actually a design for two "bunkers" together. No, it's meant to be an upgraded, larger defense ...
Game # 1952: The construction of the second bunker on Gaia in the Tyl system just finishes before the battle. However, in the battle, only weapons from the second bunker are available. Weapons from the first bunker seem to have disappeared. Is this a bug or by design? As you are actually building a ...
Aaaah, I hadn't figured that out so far, thx very much for the hint! I usually added something to the queue which made also made it reappear. Of course just clicking it is way more straight forward
And another thing you're probably aware of: in the diplomatic screen when you choose contact, the wrong race is used for the players alter ego. In my current game (again #1897), I am playing Yoral, but in the contact window I am shown as Ashdar: https://dl.dropboxusercontent.com/u/4178261/wrong_race...
Sometimes, the queue is not visible, although there is one. In Game #1897 this is the case for Altair IV. There should be two labs in the queue, but they are not visible: