v1.1 Gameplay Question

I haven't installed v1.1 yet, and I am not sure if you can do this in any version, but while I was playing the previous update I noticed some things that I don't know if there is a solution for or not, in that version or in 1.1. I would appreciate it if you pros would attack any of these questions you can! And for the developers to take into consideration any questions that have no solution currently for future updates.

Question 1 - I heard in new 1.1 when you click an enemy ship/fleet it will show you its ultimate destination. Is there any way to see a turn by turn distance for enemy ships within your visual range and for ships that you have a low spy level on when out of your view? If not, I think this is a major oversight and very frustrating.

Example 1: It is my turn, and I see an enemy ship in my view. I want to know the furthest distance (actually shown by a line or radius on the map) he can move next turn so that I can position myself outside his range if I don't want to fight. We should be able to do this as when we click the ship it tells us how many spaces it can move per turn anyway and I am sick of guessing where that distance actually falls within the map and having to reload the game if I miscalculate.

Example 2: It is my turn, and there is an enemy right outside my sensor range (in the game I don't know he is there). I have a spy rating on this enemy so if he was in view I would be able to click him and see where he was going. It shouldn't make a difference if he is in my view or not, I should still be able to have this information as I got it from spying, not from seeing the ship. So can I see a line coming out of the fog indicating the enemy's next move or distance so I can plan my move accordingly?

Question 2 - Along the lines of the previous question, when I click one of my ships, can I see a radius on the map of how far I can move that turn?

Question 3 - After I have built a starbase, is there any simple way to know (ie, NOT having to click the tech tree etc) which modules would be availible for me to add at my current tech level without having to wait for a constructor to get there and pop up the upgrade menu? Can I do something like click the starbase and see that menu even without a constructor?

Question 4 - How much of a planet or ship has to be within the blue starbase radius for it to have an effect. If the blue line will just be touching or just covers a tiny part of a planet and ship is that considered in the radius or does the entire thing have to be fully within it? If there is some portion that has to be in the radius for it to have an effect, is there a way to tell what will be in it and getting the bonus when building it (it the new show radius before placing starbase update?)

Question 5 - Is there any way to cancel or backtrack after you have moved or have made a mistake like purchase the wrong thing etc, BEFORE you click the turn button. So say I tell ship A to move to the wrong spot, can I take that back and correct it before I press turn or do I just have to load a save?

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Reply #1 Top
Seeing distance able to move that turn? No. However, clicking on your ship, or an AI's ship, will show you how many movment points they have. If your map has grids activated, it's pretty simple to count since most AI ships have movement points less than 10.

If you click on one of your ships and zoom out, you will see a white outline that shows the range limit of your ship, but there is no auto calculation. One possible work around is to click on one of your ships that has already moved, now right click on a destination. You should see a number at the destination, which is the number of turns to reach that destination. By clicking closer to your ship, you will see your next turn range.

For more functionality than that, someone will probably have to mod in a range/turn calculator.
Reply #2 Top
Question 1 - why is this an oversight? You want to know where the computer is moving turn by turn and how long it's going to take. So you want to know the plans of your enemy. Anything else? In other games, do we know what people are going to do on their turn? No. It adds spice to the game. Sure, I think with high spying maybe this should be involved but low spying no (Troop movement, ship movements and techs are greatly protected in real life)

Question 2 - this would be handly but it's not implemented at present.

Question 5 - now your just opening up a whole can of worms here. Think of this more as chess - once your hand is off the piece your piece is done.
Reply #3 Top
I agree with question 3. I don't have enough experience with the game to be able to keep track of the modules that I may be able to add to a starbase, and it would be a great help.
Reply #4 Top
With regards to your example for question 1 if you toggle the grid on you need only count the squares the enemy ship can move and keep your ship 1 square further away. That way you can avoid guessing...and reloading
Reply #5 Top
Question 2 - seeing the radius your ship can move, that is a feature I would like to see as well (good suggestion ). Early in the game when you ships only move 4 or 5 squares it's not a big deal but when you start to get movement rates of 10-15 squares and you have to either squint or scroll to count the squares it becomes more troublesome.

Question 3 - I want that too
Reply #6 Top
#3 would be really usefull.

I imagine a "Tech Tree" that you can see but for Starbase components!

#4 is something I would like to know about also. I have been making the habit of making sure the entire square the planet is on is entirely whithin the range of the starbase.

Something else occurs to me about starbases also. It would be more consistent to make the Starbase Range square to match the movement of all the units!. That way you don't have the starbase be effective by x squares in one direction and only y where y < x on the diagonal. I like the pretty circle, but it's internally inconsistent with the decision to go with square rather than hexagonal units of space.

Chris
Reply #7 Top
Question 1 - why is this an oversight? You want to know where the computer is moving turn by turn and how long it's going to take. So you want to know the plans of your enemy. Anything else? In other games, do we know what people are going to do on their turn? No. It adds spice to the game. Sure, I think with high spying maybe this should be involved but low spying no (Troop movement, ship movements and techs are greatly protected in real life)


When typing this question I KNEW there was gonna be some tard to answer it like this.

Ummm, if you would actually READ the question as I put it, I did not say I wanted to see where the enemy was GOING to move every turn. I said that if the game is ALREADY giving us the enemy ship's final destination and/or shows us its amout of moves per turn, then instead of making us count the grids to find out where it could POSSIBLY move next turn (which we could do if we wanted but as already stated with higher speeds this is annoying) it was an oversight to not include some feature which would make this extra step of counting/guessing unnecessary.

As to knowing about where ships were moving which were NOT in your field of view, you are once again misunderstanding. As I said, (and which I think is correct but I am not sure which is why I asked) since the game when you achieve a low spying level on an enemy it will show you its final destination and draw a line on the map when you click the ship. Since this information is coming from the act of spying and doesn't have anything to do with actually seeing a ship or not, then only providing the information when a ship is in view doesn't make much sense which is why I said if this is how it works, maybe the line should come out of the fog of war.

Quoted from the v.1.1 change log:

+ If low-level espionage achieved, you can see the destination of selected enemy ships.