Search found 70 matches
- Sun Nov 27, 2022 3:22 pm
- Forum: General Forum
- Topic: New DLC
- Replies: 244
- Views: 987917
Re: New DLC
So, still no news on anything. Are the old guys still alive?
- Sun Nov 14, 2021 3:40 pm
- Forum: General Forum
- Topic: New DLC
- Replies: 244
- Views: 987917
Re: New DLC
So, back playing the game after a long hiatus and noticing to my surprise that it is still alive and with a possible DLC coming up :D
So, a couple of thing that I would really like to see is the following:
Game Mechanics:
1. If you have captured a ship and have the tech to upgrade it, it would be ...
So, a couple of thing that I would really like to see is the following:
Game Mechanics:
1. If you have captured a ship and have the tech to upgrade it, it would be ...
- Thu Aug 08, 2019 11:33 am
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3464291
Re: Suggest - Features and Improvements
Dont know if this game is still alive and kicking or just a project for the few players that are still developing/playing it, but one feature that I REALLY would like to see is being able to see which races are on a planet in the "Planetary Report" menu and a notice when a planet has reached its Max ...
- Tue Dec 04, 2018 8:38 am
- Forum: Modding
- Topic: Population Panel Mod
- Replies: 29
- Views: 140057
Re: Population Panel Mod
I would love to have this function in the original game. This shouldnt be a mod. Cant you talk to the Devs and incorporate it into the game?
- Mon Nov 19, 2018 10:02 am
- Forum: Testing
- Topic: So, What’s Next?
- Replies: 16
- Views: 52004
Re: So, What’s Next?
Is the game dead in the water? Has seen any news or updates for more than half a year. I love this game, but several issues still need to be adressed and the game could expand a lot in complexity. If it is a money issue, Im sure the community could chip in. If it is a time issue, realease the code ...
- Sun Jul 15, 2018 8:48 am
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3464291
Re: Suggest - Features and Improvements
1. Suggestion: Allow boarding Module, marine module and Transporter module in the hangar hard point
Reason: Well, Ive been playing around with humans and although their assault vessel is a really cool design, it looses its value when you have the transporter tech because of the hard points. Would ...
Reason: Well, Ive been playing around with humans and although their assault vessel is a really cool design, it looses its value when you have the transporter tech because of the hard points. Would ...
- Sat Jul 14, 2018 10:43 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3464291
Re: Suggest - Features and Improvements
Which planet is "the right planet"?
Ok, lets explain it like this Planet A=receiving planet and planet B=Giving planet.
Lets say I wish to have some sort of population at a given planet (planet A). The easiest way to do this is go around the systems nearby and to find planet B with the ...
- Fri Jul 13, 2018 7:03 am
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3464291
Re: Suggest - Features and Improvements
4. Suggestion: A button "Jump to planet in the list" when you are on the planet
Reason: Every time you want to move the colonists around to the said planet, you have to search for the planet in the list and then find the
planet that actually has the colonists you need to send. If the list ...
Reason: Every time you want to move the colonists around to the said planet, you have to search for the planet in the list and then find the
planet that actually has the colonists you need to send. If the list ...
- Thu Jul 12, 2018 9:56 am
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3464291
Re: Suggest - Features and Improvements
4 suggestions in one post.
1. Suggestion: Equipment upgrades default when building ships.
Reason: So many times that Ive done this. Blueprint a ship with turbolasers and forgetting to mark rapidfire. So stupid :D
2. Suggestion: Another "Autoresolve: Capture" button on the combat screen
Reason ...
1. Suggestion: Equipment upgrades default when building ships.
Reason: So many times that Ive done this. Blueprint a ship with turbolasers and forgetting to mark rapidfire. So stupid :D
2. Suggestion: Another "Autoresolve: Capture" button on the combat screen
Reason ...
- Mon Jun 11, 2018 11:19 am
- Forum: General Forum
- Topic: Ship design : hard to put object in the compartment
- Replies: 8
- Views: 17910
Re: Ship design : hard to put object in the compartment
That probably has something to do with the "RF" option being on or off for that weapon.
Ok, thank's indeed, when I didn't know I can clic on RF etc to enabled it :)
Ohh, Ive also enconuntered this problem and I didnt even think of that solution. Why is it even possible to shut RF of? Shouldnt ...
Ok, thank's indeed, when I didn't know I can clic on RF etc to enabled it :)
Ohh, Ive also enconuntered this problem and I didnt even think of that solution. Why is it even possible to shut RF of? Shouldnt ...
- Fri May 25, 2018 7:43 am
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3464291
Re: Suggest - Features and Improvements
We've had the idea to create a mining station or module for debris rings or asteroid belts (of which there are not currently enough in the game to be worthwhile), but I don't think it makes very much sense that a station in orbit could mine ore on the surface of a planet. That requires some ...
- Wed May 23, 2018 12:24 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3464291
Re: Suggest - Features and Improvements
2 New modules for an outpost
Laboratory module
As it is now, the gas giants have no value and rather "take up space" in the system. How about adding a researchable module "Laboratory Module" (maybe the tech could come directly after Xenology and demand that the Habitat module is researched ...
Laboratory module
As it is now, the gas giants have no value and rather "take up space" in the system. How about adding a researchable module "Laboratory Module" (maybe the tech could come directly after Xenology and demand that the Habitat module is researched ...
- Tue May 22, 2018 12:12 pm
- Forum: Testing
- Topic: Default population in building colony ship/colony should be main race.
- Replies: 16
- Views: 91633
Re: Default population in building colony ship/colony should be main race.
I was thinking in something along the lines of below image: Clicking on a specific faction icon within the colony ship button would automatically assign that pop, while clicking on the colony ship button itself would link into current behaviour
Obviously it would be the most convenient way for the ...
Obviously it would be the most convenient way for the ...
- Tue May 22, 2018 8:57 am
- Forum: Testing
- Topic: Can We Talk About Diplomacy?
- Replies: 33
- Views: 143697
Re: Can We Talk About Diplomacy?
I would like to recomend something along the Gal Civ lines. A couple of new rare resources that gives bonus (for example special crystal that can be added to a ship to give the ship +5% beam damage) that also is a tradeable resource. Would be great for the Phidi as traders to "monopolize" the market ...
- Tue May 22, 2018 8:46 am
- Forum: General Forum
- Topic: "Stellar Surge" slows down game
- Replies: 4
- Views: 12410
"Stellar Surge" slows down game
I would recomend doing the stellar surge graphic a bit faster. If you have several Stellar Surge ships in the fleet (especially Orthins) the animation and sound of the Stellar surge beams severely slows down combat. Ok, it looks and sounds cool, but for the sake of combat it should be shortened.