Spicy Mike

Spicy Mike

Joined Member # 2391102
1 Posts 22 Replies 284 Reputation

I rarely use core designs, and usually obsolete them as soon as they show up. About the only exception is the default Colony, Constructor, Freightor & maybe Transport ships. When I start a game with a new race (stock or custom), one of the first things I do is go into the Shipyard & redesign those core ships plus a Light Fighter (Tiny hull). The only things I add are the "bling" custom features; as I gain new hull sizes, I do the same for

5 Replies 4,089 Views

Definately nice work, on the game and the updates! 1.2 patch ideas: 1) Ship Upgrades - move the "Upgrade" button from the context area of the Control Panel to the Ship Details window. (So that you don't have to disband a ship from the fleet and move off by itself. Unless I'm missing something simple! )

223 Replies 115,407 Views

One of the confusing things about the current system is that you're making empire-wide changes, with no representation of how it affects the individual planets. Global research might be set at 30%, but what does that mean for my Tech Capitol with 4 Research Academies & bonuses, versus Mars with it's single Research Academy? Yes, there's a display on the planets Research box, but it's not intuitive. <TABLE cellpadding=8 width="95%" align=ce

130 Replies 139,915 Views

One of the first things I do with any new game is to make a few default ship types - namely, the Colony Ship & Constructor, also the Freightor & Transport (as I unlock the techs). I also build one or two default Tiny hull ships, and one per other hull type, again as I unlock the techs. These ship designs are all "bling" - no engines, weapons or whatever (although I do plan out the modules for the colony, etc); these are my base designs. Th

13 Replies 11,727 Views

My Ford Focus ZX3 got a bad review because it lacked Hyperdrive. The very thorough review goes over both what they see the key strengths (game play, AI, strategic depth, fun-factor) as well as what they feel are weakn

37 Replies 31,320 Views

Here's a very simple user interface enhancement: On the "Colony Management" screen (where you see the planet name/class, build squares, and current projects - move the "Next / Previous" buttons below the "Summary / Details / Done" buttons. I'll occasionally go through the planets to see what's open for building, or to spend some "extra" cash on buying projects - and after adding or buying build projects, I have to move the mouse all the way

1 Replies 4,692 Views

Not only would each colony placement become more important lending a greater depth to colonisation, but this would make sense thematically as well - if logistics needs to be researched to shove a few ships together, surely it would be needed to co-ordinate a galaxy wide federation of planets, no? Actu

72 Replies 62,769 Views

It seems like there's a problem with researched vs traded techs... I have a somewhat similiar problem: Custom designed freighter, requiring Trade, Impulse Drive, Impulse Drive II, and General Life Support. I have all 4 techs - but I traded for one. The ship doesn't show in the shipyard for me (normal freighters do though). I normally make a base model with all the looks I want, but no engines or other components, then upgrade that as I get new tec

7 Replies 7,635 Views

When you upgrade a ship, it keeps the same name - so if you have "Destroyer MK-1 314" (314 = random numbers added when built), and upgrade from "Destroyer MK-1" type to "Destroyer MK-2" type, the NAME doesn't change. It's still named "Destroyer MK-1 314"; you have to look at the ship type to see that you upgraded. You also have to manually edit the name, if you want.

7 Replies 11,098 Views