- (curttasker) After loading a savegame, the first time you hit the Turn button, the game does not progress through a turn. The current date does not change, and the social/military/research completion times do not update. Hitting the Turn button a second time ends the turn as normal. This behavior is easily replicated, and I have consistently reproduced it on several savegames from various games.
- (curttasker) Scanner Modules in starbases: Do they work? I constructed a military starbase a parsec away from a dreadlord homeworld. The fog of war was so bad that the dreadlord ships would be almost past the starbase before I saw them. To counter this, i researched and built several scanner modules (Up to Sector Surveillance Scanner). I think for the first turn after building each new scanner, it worked. However, the very next turn the fog of war came right back in. I ended up building a small ship loaded up with scanners and parked it on the starbase. That seems to defeat the purpose. [note that in 1.01D scanner modules are allowed on all starbase types, check further to see if this issue still exists]
(fixed in 1.01X)
- (curttasker) entering the ship builder from any area except the main screen UI button does not allow you to save ship designs. Hitting save brings up no dialog box. Upon exiting the builder, the dialog box can pop up.
(fixed in 1.01X)
- (JPowell) The small window that allows you to name the ship you are designing will sometimes be pushed behind the design window, making it impossible to save the ship or leave the screen without abandoning your design.
(fixed in 1.01D)
- (curttasker) if you destroy a mining starbase, you are unable to create a new starbase upon that resource. Saving and reloading the game fixes this problem.
(partially fixed in 1.01X)
- (curttasker) Sliders are very hard to use. First off, the click area for clicking and dragging on a slider needs to be slightly larger for small sliders. Second, you currently must keep the mouse exactly on the slider while sliding. Moving the mouse too far vertically on a horizontal slider will cause the slider to stop sliding. You should be able to click to grab the slider and yank it whereever you want. It shouldn't take into account veritical distance.
(confirmed as part of the game design)
- (curttasker) Whenever the quarterly report screen pops up, my screen greys out a little (as if the contrast got turned down) for about two seconds tops, then it resumes play. [this may in fact be the autosave happeninng during the GNN reports. Turn GNN reports back on and investigate further]
(confirm this, needs an update)
- (TheFriar2k2) Bink movies freak out if your window loses focus.
- (curttasker) Middle mouse drag is inconsistent. When dragging left on the main map, the map rotates clockwise. When dragging left on the shipbuilder, the ship rotates counterclockwise. Both should be clockwise.
(fixed in 1.01X)
- (curttasker) Reloading a saved game causes the sliders on the economy screen for spending to reset to normal values. It also causes various buttons (minimap display) to reset.
- (curttasker) Economy screen needs a 'reset' button to bring the spending sliders back to default.
- (curttasker) When playing in windowed mode at the same resolution as your desktop, there is no easy minimize the application. I love the way it works now, but there still needs to be a hotkey to shrink the app. Currently you have to bring up task manager and right-click > minimize. Add a boss mode hotkey that will minimize the window and change the taskbar title to something innocent (Internet Explorer).
- (curttasker) Building a starbase in the tile just to the southeast of a planet makes it impossible to launch (either by rally point or manual launch) a constructor from that planet and have it go to that point and auto upgrade the starbase. You have to send the ship into another tile first, then send it back.
(confirm this, needs an update)
- (Peter Huebner) I have used (one each) rally points in two campaign games. Upon reloading, very strange things happen. Ships get reloaded with [new] destinations - I had fleets besieging a Drengin planet leave their post and race off in strange directions. I have also had a rally point suddenly reload on top of a Drengin planet when it was 3 squares away in the original game. Seems to me that coordinates get saved wrong once there is a rally point around, I must test this further.
- (jklgon) Star-base can be set to auto-retreat.
- (jklgon) Display the population growth right after the population (You can tell whether you need extra farms at a glance)
- (jklgon) hit point bonus from xinathium hull plating only show up on the planet that it is built (this is probably due to the fact that global bonous don't show up.)
- (jklgon) Starbases aren't supposed to be built 3 parasec within each other. Yet in different sector you can build it side by side, shown below.
A|B
---
C|D
Perhaps this is how the designers intended? [editor's note: where the corners of four sectors intersect, you can build a starbase in each corner and avoid the 3 parsec placement rule]
- (uglycow) A problem i noticed is when I select the war party to get the increased hitpoints; during the game when I click a fleet I have made the hit points of the fleet that are shown on the left side are more than total actual hitpoints of the ships. When I go into battle i have the lower number of hitpoints, not what I should have
- (curttasker) Military Starbases: There needs to be more information presented to the user as to how ship assist modules work. Curently, ships will gain assist attack bonuses to all 3 types of damage if they have at least 1 point of attack in any damage type. Ships will gain assist defense bonuses to all 3 types of defense if they have at least 1 point of defense in any defense type. Most users are assuming that they can build zero attack/defense ships and gain the bonuses.
- (curttasker) The quick build list for a planet (accessed from the main menu) should show the number of troops a troop transport can hold.
- (curttasker) Constructors should allow you to preview the radius of a starbase before you build it. There's nothing more annoying than building a starbase one square out of position, or having to find that magic spot by trial and error (or counting tiles on screen).
(possibly fixed in 1.01X, confirm)
- (jklgon) an auto-launch option and allow the ship to be launched through right click on GNN reports.
- (jklgon) When launching a ship from orbit, allow the player to choose where the ship will appear (might be the difference between life and death in early games)
- (curttasker) When starting a campaign mission when several civs are allready built up a bit, is it really necessary to spam the player on the first turn with multiple "XXX has built an economic capital" messages?
(confirm, needs update)
- (sam0t) After you load a saved game and you have constructor going to a star base on autopilot, it only gives you the very first basic modules choises, even if the bases have like 3 modules or so. I am not 100% sure but I swear I had only 3 star bases in the game all with 4 modules and the above keep happening.
- (curttasker) When you click-drag the map, if you drag to the edge of a screen, then let go, you'll start edge scrolling. This is more apparent if you zoom in (thus you have to drag the screen to the edge every time to feel like you're getting somewhere by click-dragging. This can be confusing for the new player, they click-drag left, and then the edge scrolling kicks in, and it brings them to the right. They move their mouse during this process, and it cancels edge scrolling. Thus it seems like they click-dragged and got 'snapped back' to the original position.
- (Ragor) Sometimes after loading a saved game Ship-Traveling-Distances were wrong. E.g. I could not move my Scout any further away because it would tell me something along the line, that my max. distance was reached and I needed to be closer to a planet/base. Next turn (and before loading) it would work properly.
- (dctrjons) Clicking on a tile then double clicking on the building you want to change it too doesn't work very often...seems to faill the second change you make on the planet.
- (dctrjons) In the planet tile screen, clicking build for ships - clicking the ship from the list you want to build - return to planet, does not que the ship like it would seem to. Return to planet seems like a cancel when it's not clear that it would be. Done should return you back where you were not to the main map.
- (Agent X20) I still can't launch colony ships with 0 people. Is this by design?
- (trancejeremy) One really annoying thing since the latest patch, is that when I run it, I get a pop up telling me that I am running a resoultion of 800x600. Well, yeah, that's what I like to run the desktop at. The game can (and does) change the ingame resolution itself to 1024x768, so why complain to me about it? (Editor's note: Dear god man, how can you live!)
(fixed in 1.01D)
- (eggsrid) in the lower part of the 'basic farming' image, it's written 'unfinished image'.
- (curtasker) When loading a saved game, is it really necessary to force open the colony manager window for your home planet, and the tech tree right after? Enough allready, my game just crashed and I want to get back in!
- (curttasker) ships that are autolaunched to a rally point using the colony rally point system appear as invisible the initial turn they are launched. If you click on the correct tile (southeast of the planet), suddenly they will appear and be selected.
- (curttasker) after a ship is destroyed (confirmed with scout ships, unconfirmed with other types), you are able to see the area around the ship's last position as if the ship still existed. The fog of war is gone, and you can see all movement in this area (ability to see ship movement is unconfirmed). This may also be happening with planets that have been taken over, and with starbases, but is unconfirmed.
- (Veranator) Any of the function keys should be able to close the notification/status window at the beginning of your turn not just the escape key. I use a 5 button mouse where I have 2 of the buttons programmed to F2 and F5 and would like to go to those screens right away after I read the turn briefing without having to close the brief and then hit a button (I do not want to program an extra button for ESC, thats a waste)
- (Squash713) Here's a trade offer I received from the Drengin: The [TheirShortName] have always been better warriors than scientists, Savant Barril. Your kind seem to have researched a technology that we have failed to explore. What do you say... your 'Interstellar Governments' for our Laser? Looks like the [TheirShortName] got hard-coded in somehow...
- (Nathan E) On the main map, the grid and border showing how far a ship can travel are sometimes hard to see.
- (varatada) I played around with my super large ship. Got it to 28/103hp or so killing lots of enemies. Then I upgraded the design by adding new weapons and the ship became -27/1 or something like that.. Didn't try enter combat yet..
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