echo2361 wrote:- No zooming with mouse wheel or otherwise that I can find. Not the biggest deal with the current size of the galaxy, but if there are intentions to offer bigger galaxies a zoom feature would be nice. I don’t need to be able to zoom in to a system view or anything, I just like to be able to zoom out to take in the entire size of a galaxy map sometimes.
echo2361 wrote:- I’m very excited to see pirates and marauders presenting early game threats to exploration. Will we be seeing more things like this going forward? I’m thinking space monsters, ancient derelict warships to be explored, anomalies in space time, etc.
echo2361 wrote:- It wasn’t immediately obvious to me why I couldn’t move my scout to a certain system fairly far away from my home world. Only after remembering that there are range limits and looking closer to notice the grey color of the movement line did I realize the planet was outside my range. A simple solution would be to turn the line bright red. A more complex solution might be to faintly show the current range limit as a circle emanating out from your colonized worlds so I can easily see what is and is not within my travel range.
echo2361 wrote:- I was attacked by pirates at a system containing my scout cruiser. Knowing I had no weapons, instead of clicking defend, I just tried to tell me ship to move to a different system. When I clicked the end turn button my scout cruiser simply disappeared, presumably destroyed by the pirate. It would be nice if a warning were given about trying to run from battles just resulting in an auto-resolve situation. Or you could simply not allow the player to issue move commands on the galaxy screen to a fleet about to be engaged in combat.
echo2361 wrote:- It appears as though I can change my mind whenever I want in production and still keep the same amount of relative progress. If I have 79 production being put towards a factory, when I switch to building a cruiser that 79 production carries over. I don’t know how I feel about this system. I feel like it is too easy to be very responsive to my ever shifting needs. I think I prefer systems where I am forced to think ahead before picking a production project. I would definitely like to be able to save my production progress on something if I want to switch to something else, but being able to just carry my production over to anything I want makes the game seem a little too easy to me.
echo2361 wrote:- On a related note to the one above, will we be able to queue up production at some point? I could be missing something obvious, but from what I can tell I don’t see a way to do that.
echo2361 wrote:- I like the way you’ve setup trade routes to be fairly hands off. However, will we have ways to raid enemy trade routes and/or influence pirates to do so?
echo2361 wrote:- I came across a independent colony (I guess?) of my own race. The only option I saw was to bombard them. Will we have diplomatic ways to integrate independent colonies at some point? Seemed kind of counter intuitive that I had to kill two million of my own kind to settle a world. I didn’t have a colony ship around to test my theory, but could I have just settled the world and absorbed that existing population since I would presume they would be friendly to me?
echo2361 wrote:- First off, when I select a transport to send it off to start trading it can say 0 or even negative numbers, which always turns out to be wrong.
- Additionally, what does X/X number mean in the galaxy screen trade route area of the top bar. I’m assuming it means number of traders/number of total possible trade routes?
echo2361 wrote:- What determines the max number of trade routes. Empire wide population? Number of colonies?
echo2361 wrote:Also, does selecting where we fire on enemy ships play any role in determining which enemy systems are damaged?
echo2361 wrote:Rotating is very finicky to me. I think I’m supposed to use the right mouse button to click on the ship once I’ve got its silhouette facing in the direction I want it to rotate, but more often than not nothing seems to happen when I do this. On occasion I get lucky and rotate my ship the way I want it to face, but quite often it either rotates in a different direction or does not rotate at all.
echo2361 wrote:- First off, when I select a transport to send it off to start trading it can say 0 or even negative numbers, which always turns out to be wrong.
echo2361 wrote:- What do the red, yellow, grey, and green square dots mean on the image of my ship in the lower left panel on the combat screen? I’m taking guesses here, but maybe grey is armor, green is hull health, yellow is important systems and red is critical systems?
echo2361 wrote:Thanks for all the helpful information about trade and combat! Your answers will definitely help me out in playing the current build to the best of my abilities. I appreciate the quick responses as well, something I value highly when it comes to developer interactions on forums
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