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 ...
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 that ...
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* Just che...
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 ...
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...
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 reinfor...
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 ...
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...
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 known...
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,...
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 lab tier...
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 t...
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.
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 s...