Search found 48 matches
- Mon Jan 13, 2020 8:11 pm
- Forum: Play-Testing Feedback
- Topic: game-killing bug in ship design screen
- Replies: 2
- Views: 3134
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...
- Sat Feb 25, 2017 11:26 am
- Forum: Play-Testing Feedback
- Topic: Production queue scroll wheel bug
- Replies: 1
- Views: 772
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...
- Sat Feb 25, 2017 10:25 am
- Forum: Play-Testing Feedback
- Topic: Fighters! Feedback needed
- Replies: 62
- Views: 12689
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.
- Wed Oct 19, 2016 4:24 pm
- Forum: Play-Testing Feedback
- Topic: Troop Drops, Troop Ships
- Replies: 17
- Views: 2515
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 ...
- Wed Oct 19, 2016 6:46 am
- Forum: Play-Testing Feedback
- Topic: Troop Drops, Troop Ships
- Replies: 17
- Views: 2515
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...
- Mon Oct 17, 2016 6:09 am
- Forum: Play-Testing Feedback
- Topic: Environmental Containment Field
- Replies: 4
- Views: 930
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.
- Sun Oct 09, 2016 10:59 am
- Forum: Play-Testing Feedback
- Topic: Experimenters
- Replies: 38
- Views: 6455
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.
- Sun Oct 09, 2016 9:17 am
- Forum: Play-Testing Feedback
- Topic: Experimenters
- Replies: 38
- Views: 6455
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 ...
- Sun Oct 09, 2016 9:01 am
- Forum: Other Game Design
- Topic: Core slot idea- nebular collapse
- Replies: 3
- Views: 929
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.
Leave the ship parked in the middle of the nebula, and it shrinks at double or triple the speed.
- 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.
- Sat Oct 01, 2016 2:59 pm
- Forum: Play-Testing Feedback
- Topic: Build Queue
- Replies: 13
- Views: 1293
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...
- Sat Sep 24, 2016 10:03 am
- Forum: Other Game Design
- Topic: Let us name our home system
- Replies: 6
- Views: 1360
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
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
- Sat Sep 24, 2016 9:59 am
- Forum: Compile
- Topic: Compile errors
- Replies: 2
- Views: 6049
Re: Compile errors
Yep, it's compiling fine now. Thanks for the quick fix.
- Sat Sep 24, 2016 9:33 am
- Forum: Other Game Design
- Topic: Infinite Technology Concept
- Replies: 3
- Views: 1373
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...
- Sat Sep 24, 2016 9:16 am
- Forum: Compile
- Topic: Compile errors
- Replies: 2
- Views: 6049
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...