Important tweak...

When I have more than one transport ship (or any other ship, for that matter) in the same sector, I cannot see with how many troops they are loaded. This should be changed. Secondly, I cannot launch a transport into space empty... This should be easy tweakable..

Pretty please....
10,152 views 13 replies
Reply #1 Top
Why would you ever launch a transport with less than the max number of troops loaded?
Oh, I do on occasion, when I have already launched so many from that world that it s depleted. But it would be the last transport I launched from that world until the population had built up again.
And I always send fleets of transports along with the attack ships, so one in the fleet with a lower compliment of troops makes little difference.

And if you know how many you launch in the first place, you don't need to check to see if they are all still aboard. It is not likely they would go out for a space walk in the middle of a battle.

And you can launch them with a minimum number of soldiers if you are moving the ships to different worlds, but you have to have at least one. I do not think that is something that can be changed. I have never seen a minimum launch value in the XML files, so it is probably coded in the EXE.
Reply #2 Top
The inability to see important information and do important things to ships that are in orbit or stacked is a problem I expected to see fixed in v1.1.
Reply #3 Top
Why would you ever launch a transport with less than the max number of troops loaded?


Easy, Say you have a MASSIVE Soldier bonus. You have a Transport with say, 3 Advanced Pods on it, well, your not going to send 3000 troops to a planet with only 1500.....hell, 500 troops should be enough.
Reply #4 Top
Easy, Say you have a MASSIVE Soldier bonus. You have a Transport with say, 3 Advanced Pods on it, well, your not going to send 3000 troops to a planet with only 1500.....hell, 500 troops should be enough.


With the population changes I usually limit myself to 2 transport pods per ship. Actually, it is worth sending extra troops...that way the tax base and the population growth get a jump start....something I do regularly.
Reply #5 Top
You can use transport to ferry people to your less populated colonies.....

The larger the 'base pop' of a world, the large pop growth per turn...

I usually fly transports from Earth (or another max pop world) to a recently founded or conquered world with 1000M, onboard, then drop the colonists/troops and fly them back empty for another round trip.
Reply #6 Top
The inability to see important information and do important things to ships that are in orbit or stacked is a problem I expected to see fixed in v1.1.


I'll admit, I'm disappointed that many of the glaring UI problems still remain unresolved.
Reply #7 Top
I've often had very low pop worlds with massive production crank out transports and send them with 1 soldier on board to my very populous worlds for filling. It's not such a crazy idea in the right circumstances.
Reply #8 Top
The inability to see important information and do important things to ships that are in orbit or stacked is a problem I expected to see fixed in v1.1.


I was playing as Thalan last night, am eyeing my Terran neighbor's juicy Earth which got all the capital buildings on it, + several good bonus tiles and one +700% precursor mine (w00t!)... all invasion plans are ready, to be executed at the most precise timing: my long range fighters and long distance troop transports are in orbit of my closest planet to earth, which is, incidentally, 14 parsecs away... heh heh, that snobby Mr Alan Bradley won't see it coming, indeed.

Critical to my surgical precision invasion plan however, is the construction of a military starbase that would swing the Earth orbital battle into my favor... i have a fleet of constructors ready at a spot where their coverage just *barely* touches Earth. Knowing that Mr Bradley would sniff a Thalan rat if it sees an alien military starbase close by, I hold off the construction until right before the invasion... so what he has been seeing for the last couple of turns are just a couple of constructors whistling innocently and doodling idly at the sidelines and he would think, hey, prolly my insectoid neighbor's just beefing up his economic starbase nearby eh?

Hit and Run fighters... check.
instant troop transporter... check.
military starbase constructors... check.

... except, to my chagrin, as I am just about to click "construct" on my fleet of constructors, my 90-turns-a-trip freighter to the distant Iconia chose THAT FREAKING MOMENT to be stacked whoopteedoo right on top my constructors, meaning I can't access the "construct" button anymore, arrrghhh. Being an evil bug that I am, I have a great temptation to decom that ship right there and then, which of course, could cost me upwards of 6000 bc's of trade profit...

Luckily, since this is a preemptive invasion to an unsuspecting neighbor, I could still afford to postpone the attack to the next turn... but still, i definitely don't want to be caught in this situation again when time is absolutely crucial... so Stardock, if you do have that wee bit of extra time, please fix this yeah? I promise I'll buy your products till the end of time...
Reply #9 Top
Can't you just hit the 'b' button to create a starbase with a stacked constructor selected? - I'm pretty sure you can since I had the same problem and did that once - (I think - (my memory is not so good, lol)).
Reply #10 Top
hawt daymn, yes i can! gee thanks keill!
Reply #12 Top
"U" is for disband a fleet.
Reply #13 Top
"U" is for disband a fleet.