mharmless wrote:Neutral Pirates are not attacking, even defenseless fleets
hrm. yes. that makes sense; given the changes i'm making to the way encounters are handled. *soon* you should get an extortion attempt from pirates (and a similar negotiation with marauders). for the moment, however, they're going to be passive. (excepting ravin -- who is currently attacking everything that enters his system.)
You may use the Tab key as a character in a save file name. This triggers an error when you hit save, as it is an invalid character in a file name. Build r11747
Hey buddy if you want a save you'll have to pay for it.PNG (480 KiB) Viewed 20471 times
Pressing , or . jumps the cursor just off the right hand side of the screen, and starts it scrolling, even when typed into the save file name dialog. Build r11747
mharmless wrote:Pressing , or . jumps the cursor just off the right hand side of the screen, and starts it scrolling, even when typed into the save file name dialog.
interesting. looks like these were old hotkeys for navigating the report list. broken now, given various changes made to the UI -- and also unnecessary. they'll be gone in the next update. thanks for the report.
sven wrote:interesting. looks like these were old hotkeys for navigating the report list. broken now, given various changes made to the UI -- and also unnecessary. they'll be gone in the next update. thanks for the report.
That's what I'm here for! Beakin shit so you don't have to.
Bombardment of a multi-racial planet sends all bombardment to one of the races, and can cause a very negative population count for that race. Build r11747
Initially saw it with only half a million or so negative, assumed it was a result of the fractional populations business. Playing with it though, I got the result below. You can see that the purple population growth bar has wrapped around to one side. The planet's net population is 1, and hitting it one more time destroys the colony. Invasion or not, the next turn the values will be correct. The negative pop goes away, the planet's total pop adjusts to reflect the actual living.
So far it reproduces on every multi-racial world I've tried.
Double-tap from orbit.PNG (942.54 KiB) Viewed 20719 times
The point of attack view is all wrong when you are using a star base as last line of defense, it should be default facing the attackers since it has a 360 degrees defense and not a window 90 degrees facing away from enemy.
Attachments
base defense attack view.jpg (244.33 KiB) Viewed 20709 times
1. Desktop Corsair 450D Case, X99 MSI mobo, Intel 5820K i7(Hexacore), 16 GB Mem, Nvidia GPU 680 GTX driver v.364.51, Windows 10 Pro
2. Laptop ASUS ROG G751JY, Intel i7 4720(Quadcore), 16 GB Mem, Nvidia 980M(Driver 364.51), Windows 10
It's not advisable to use weapons with fixed firing arcs on stations, if you don't also give them maneuvering thrusters (which allow the station to move and rotate).
The firing arcs of weapons should be more clear in the ship designer in the future.
If the AI designed this station for you, then that's something that should be fixed as well. It doesn't do a great job of designing viable ships at the moment.
Arioch wrote:It's not advisable to use weapons with fixed firing arcs on stations, if you don't also give them maneuvering thrusters (which allow the station to move and rotate).
The firing arcs of weapons should be more clear in the ship designer in the future.
If the AI designed this station for you, then that's something that should be fixed as well. It doesn't do a great job of designing viable ships at the moment.
This is the default star base build.
1. Desktop Corsair 450D Case, X99 MSI mobo, Intel 5820K i7(Hexacore), 16 GB Mem, Nvidia GPU 680 GTX driver v.364.51, Windows 10 Pro
2. Laptop ASUS ROG G751JY, Intel i7 4720(Quadcore), 16 GB Mem, Nvidia 980M(Driver 364.51), Windows 10
Big Imp wrote:This is the default star base build.
Yeah, I figured. The AI sometimes makes some silly choices in selecting a "default" configuration for each ship class based on your current techs (especially stations and bases), so I'd recommend checking any new ship or base before you build it (you can edit the ship designer by shift-clicking on any appropriate item in the planetary production menu).
Obviously, this is something that needs to be improved.
Arioch wrote:It's not advisable to use weapons with fixed firing arcs on stations, if you don't also give them maneuvering thrusters (which allow the station to move and rotate).
Yeah -- that said -- if people do put fixed guns on stations, they should probably not be pointing up
One more thing that I really ought to fix here...
Also, right now, the *intention* is that all gun mounts on the stations should have 360 degree firing arcs -- so, actually, this screenshot represents at least 2 different bugs