Badbonez

Badbonez

Joined Last seen Member # 640103
0 Posts 11 Replies 706 Reputation

I like the idea of changing the opacity of the grid lines, I always thought they were too horsey. But now they seem too light. Maybe it's my graphics driver or monitor but my grids are barely visible. I hate to suggest this, because it's what everyone requests for all sorts of options, and it's probably not easy, buuuuut: A slider would be great here. :) Laptop: Gigabyte P34 CPU: Core i7 Graphics: GTX970M [img]http:/

2 Replies 14,952 Views

I was just about to post a thread about this. What was the point of making 'Huge' maps smaller? If someone's PC can't play it, couldn't they just choose 'Large' or something smaller? And the density is really claustrophobic. What I like to see when I start a new game is a vast, daunting galaxy that makes me doubt my ability to win. And since movement wasn't scaled, everything is explored that much quicker. The first X is the

14 Replies 98,828 Views

Have this been addressed? I felt in the 1.9beta game I started I was getting too many warnings from the AI about influence when I wasn't near their star systems, nor had I put a starbase in their system. I just started 1 game in the beta, so I don't know if it was that one game or a persistent issue that has been addressed in 1.9 Thanks.

5 Replies 23,191 Views

I think internal politics and factions should have a huge impact on the direction a space-faring civilization progresses. The cost and direction of research and military being a prime point of contention. I look forward to a game that models this well, Stellaris tried but fell short, it's just to easy to ignore the factions. And this type of addition will help the late game a lot, if you have more things to do other than just wipe out the other races or spam influence ba

53 Replies 356,699 Views

[quote]Starbase minimum distance reduced from 5 to 3 tiles. [/quote] Why is this? Now how many starbases can I fit around a planet? Managing starbases is one of the more annoying micromanagement tasks. I've always wondered why starbase bonuses stack. Towards the end of the game I have more starbases than planets.

94 Replies 562,382 Views

[quote]Add ESC to close Ship Designer and Diplomacy screens. [/quote] Jeez, I've been looking for this fix for ages. So annoying not being able to use esc in every menu. Now if you could make the optimization techs easier to figure out in the trading screen so if I want to trade industrial optimization I don't have to read every tooltip for every tech to see which one of those is actually Industrial Optimization.

94 Replies 562,382 Views

Sorry to necro an old thread but as a new player this is freaking annoying. I have a fleet which has a range of 22, but I know most ships have a range of 46. I cannot simply select each ship and see which one has the shorter range. I have to eject them all and look at the individual stats of each ship. Why, when I go to details, do I not get DETAILS? A suggestion would be to show the range of each ship, at least in the details section. This goes for the upgrade

2 Replies 16,350 Views

Please fix the fleet manager so that I do not have to disband a fleet to upgrade a ship. And it would also be helpful if you could trade away an entire fleet instead of having to trade each ship individually. I would also like to see the influence points as a tool tip for each sector (so you know how much influence each race has in a square). As for the fleet combat, since you're going to update this, why not have a setting in the fleet battle viewer so that the shots and

114 Replies 59,508 Views

If the choice is between multiplayer only or adding new content and features, then forget the multiplayer as there are plenty of games with that feature. $20 is a good price for the expansion, but make it $19.95 so it appears I am getting a deal!

110 Replies 50,926 Views

I may be wrong but I think the OP meant to say that he'd rather the AI use a fleet manager on its planet so he can swoop in and wipe out the fleet and still have MPs left to move on to say the next planet in the system. No, I really don't care. All I'm saying is that to attack a fleet in orbit costs

29 Replies 18,647 Views

When you have ships on auto move and click "Turn" you lose any extra movement points those ships might have because the next player starts moving their ships. For instance, I have a ship moving to a location 1.5 days away. I hit Turn, it moves it's full MP. I hit End Turn again and it moves to the location selected, but it still has movement points available. But due to the programming I can't use up that ship's extra MPs because the Yor (or whoever) are now taking their turn.<b

9 Replies 7,688 Views

No I didn't. Your point is irrelevant, You are very argumentative, there is nothing to argue about here. I was pointiing out a fact; it costs fewer MP to attack a planet's ships in orbit when there is a fleet manager. It seems that if the attacking fleeet's MP were subtracted by the number of ships

29 Replies 18,647 Views

I wish I hadn't put in the first example. The cheese tactics aren't my concern. All I'm saying is that if I attack a bunch of ships in orbit of an AI planet, I hope he has a fleet manager so my attack only uses 1 MP when I'm done. If the AI does not have a fleet manager, it will cost my fleets the number of MPs = the number of ships in orbit. The AI almost always builds Fleet Mangers on larger planets, so it's to our advantage, but it do

29 Replies 18,647 Views

Marcathonas, you misunderstood. Attacking a fleet in orbit on a planet with a Fleet Manager costs 1 MP. Attacking each ship in orbit without a fleet manager also costs 1 MP each. So if you have two planets each with 6 ships in orbit and one has a fleet manager (A), the other does not (B) it will cost you 6 MP to destroy all the ships on planet B, while only costing 1 MP to destroy the ships on planet A. So the Fleet manager actually helps your enemy because after attacking you

29 Replies 18,647 Views

Fleet managers allow a planet to use fleets for defense, which is useful for defense. However, if you don't use a fleet manager on your planet and you have multiple ships in orbit, the offender must use a movement point to attack and destroy each ship. Whereas with a Fleet Manager, they only use one MP to attack. While a minor issue, this doesn't seem right. In some respects,it might be better to slow your enemy down with crap defenders while your

29 Replies 18,647 Views

One thing that keeps me coming back to this game is the constant updates. If that slows down then my interest will wane. And while you aren't making any money from me (except for my original purcahse) if my interest wanes, I'll stop playing and when the expansion pack is released I will not be interested and probably will skip it. So you'll lose that future revenue. I agree with others who say if you organized the forums there would be less confus

139 Replies 60,946 Views

I rush build one factory, put one factory in the build order and then rush research on the Ion drive (or whatever is next) so that I can make a 4 PC/wk colony ship. I then move the original colony ship into the nearest planet, which is always PQ 3 or 4 and start research labs there. Rush build one, put the others in build and focus on social production. So in essence, I do both! Remember: It doesn't matter which planet you pu

15 Replies 8,181 Views

I have no idea why anyone would improve the PQ before building on all available tiles. There's no benefit until you actually build on that new square. And the time you spend upgrading could be used adding capabilities. There seems to be a lot of things missing that were in GalCiv I - AP that would improve the easy of playing the game. But I guess that's what you get when starting over from scratch. <img src="http://images.stardock.com/

9 Replies 8,073 Views