Search found 48 matches

by Nexus
Mon Jan 13, 2020 8:11 pm
Forum: Play-Testing Feedback
Topic: game-killing bug in ship design screen
Replies: 2
Views: 3127

game-killing bug in ship design screen

I started a game on my laptop which has a smaller screen than usual, and there is a BIG problem with the ship design screen. Once you've got a heap of technologies, the ship parts panel overlaps the save button. It isn't possible to reduce its size, at least not that I can see. This makes it impossi...
by Nexus
Sat Feb 25, 2017 11:26 am
Forum: Play-Testing Feedback
Topic: Production queue scroll wheel bug
Replies: 1
Views: 763

Production queue scroll wheel bug

If I go to some stack of ships in the production queue and change the number to be produced with the mouse scroll wheel, it only seems to change. For instance, if I am building 10 of some ship and use the scroll wheel to change that to 99, it looks as though the quantity has changed. But the estimat...
by Nexus
Sat Feb 25, 2017 10:25 am
Forum: Play-Testing Feedback
Topic: Fighters! Feedback needed
Replies: 62
Views: 12497

Re: Fighters! Feedback needed

It would be good to be able to put different fighter types in the same ship. I wanted to put bombers in one hangar and interceptors in another, but I could not save that ship design.
by Nexus
Wed Oct 19, 2016 4:24 pm
Forum: Play-Testing Feedback
Topic: Troop Drops, Troop Ships
Replies: 17
Views: 2475

Re: Troop Drops, Troop Ships

This is why it is most efficient to build the smallest troop ship feasible. The standard Flux hull troop ship is good until the AI's start getting good mine techs. When the AI starts doing a lot of damage with mines I switch to robo hull ships with one slot of whatever armor I have. I really don't ...
by Nexus
Wed Oct 19, 2016 6:46 am
Forum: Play-Testing Feedback
Topic: Troop Drops, Troop Ships
Replies: 17
Views: 2475

Re: Troop Drops, Troop Ships

It would also be good, if you have multiple kinds of troop ship in your fleet, to invade with the smallest number of total troops expended. For example, say you have 10 ships with 20 troops each and 10 with 6 troops each. You're trying to conquer a planet with 71 defenders. It would be overkill to i...
by Nexus
Mon Oct 17, 2016 6:09 am
Forum: Play-Testing Feedback
Topic: Environmental Containment Field
Replies: 4
Views: 923

Re: Environmental Containment Field

I'd be worried about this unbalancing the game a bit. Perhaps if shielded outpost colonies miss out on research and industry tech bonuses like nascent AI and industrial centers until they are properly colonized.
by Nexus
Sun Oct 09, 2016 10:59 am
Forum: Play-Testing Feedback
Topic: Experimenters
Replies: 38
Views: 6165

Re: Experimenters

It's all titanic vessels, so sort of moderate speed, but it's a very long starlane and you crawl to a near-halt near the Experimentor homeworld anyway.
by Nexus
Sun Oct 09, 2016 9:17 am
Forum: Play-Testing Feedback
Topic: Experimenters
Replies: 38
Views: 6165

Re: Experimenters

I think it's interesting how the Experimentors can shut down Starlane Bores that you build into your systems. I think that's the only time I've ever seen a fleet in empty space, outside of a starlane. Oh, what's that, Experimentors? Not ready to face my unstoppable warfleet? Too bad, I'll just keep ...
by Nexus
Sun Oct 09, 2016 9:01 am
Forum: Other Game Design
Topic: Core slot idea- nebular collapse
Replies: 3
Views: 928

Core slot idea- nebular collapse

How about a core slot that uses Gravitic Technology to accelerate the collapse rate of nebulae?

Leave the ship parked in the middle of the nebula, and it shrinks at double or triple the speed.
by Nexus
Sun Oct 09, 2016 8:48 am
Forum: Other Game Design
Topic: Keyboard shortcut to cycle owned systems
Replies: 2
Views: 830

Re: Keyboard shortcut to cycle owned systems

I second this.
by Nexus
Sat Oct 01, 2016 2:59 pm
Forum: Play-Testing Feedback
Topic: Build Queue
Replies: 13
Views: 1281

Re: Build Queue

Buildings transfer, so if you capture a planet that had a building in prgress that transfers. Ships don't, a) the design might not be shared and b) it'd be annoying to accidentally complete someone else's ships you didn't want, plus balance concerns, etc. I don't think ships should transfer. I'm am...
by Nexus
Sat Sep 24, 2016 10:03 am
Forum: Other Game Design
Topic: Let us name our home system
Replies: 6
Views: 1357

Let us name our home system

Title says it all, really. Can we please have a panel in the galaxy setup menu allowing us to name our home system?

I am tired of having to resign and re-roll just because I don't like being the Emperor of Bernadette.

edit: also let us rename systems where we own all the planets
by Nexus
Sat Sep 24, 2016 9:59 am
Forum: Compile
Topic: Compile errors
Replies: 2
Views: 6024

Re: Compile errors

Yep, it's compiling fine now. Thanks for the quick fix.
by Nexus
Sat Sep 24, 2016 9:33 am
Forum: Other Game Design
Topic: Infinite Technology Concept
Replies: 3
Views: 1367

Re: Infinite Technology Concept

I like this idea. Often I find myself with almost everything researched and a huge amount of research points going to waste. Incremental technological improvements to things like ship weapons, defensive ground troops, and planet shields would be a good way to keep technological advance a factor even...
by Nexus
Sat Sep 24, 2016 9:16 am
Forum: Compile
Topic: Compile errors
Replies: 2
Views: 6024

Compile errors

Hi all, trying to compile the latest version (v0.4.6+ build 2016-09-24.8b6a6a3) on Ubuntu 15.10, MATE version 1.10.2. I get the following errors: Linking CXX executable ../freeoriond /usr/bin/ld: CMakeFiles/freeoriond.dir/dmain.cpp.o: undefined reference to symbol '_ZN5boost6system15system_categoryE...