Fully agree with the 'turn mines off' option.
Bennett76
On Mines: At the very least there needs to be a limit on mines. Right now any long term player vs AI game gets aborted as soon as you encounter the 1st planet with so many mines that you cannot even see anything else in the system. Frankly I would welcome a complete removal of the whole mine field idea. They add no 'fun factor' and just add tedium. Starbases: Solid concept but need real range on the weapons to make them be an actual fac
I find the range on all of the defense structures seriously lacking. A starbase is a significant investment yet it has the same weak range as the orginal defense platform(which is also way too short). Why build a starbase for defense when you need a ring of them around a planet to truely defend it without a defense fleet. A starbase can not even guard a phase lane. The 'long range' weapon upgrade for the TEC cannon platform is hardly 'long range'. A starb
So, has anyone else ever had a ghetto AI surrender to you on the other side of the map. Five to six planets that impossible to defend. I would rather decline than give another comp an easy area to invade.
I strongly agree with the first two, both very annoying.
I only use beam weapons now. I find the animation at the high end gun/missile techs very boring. With missiles and guns the battles take much longer, and the shots often do not visibly hit their target. You can often not see any animation at all if you have small and large ships in the same battle. With beam weapons, the shots hit the target, battles are faster and more interesting.
Multiple Torian planets that I concurred culturally yesterday had 2 starports, with 1 of them upgrading to another building type.
Well, next time I played the animation was there. Comp must have been wildin out before. Works fine now.
I had this happen once when I spammed a bunch of techs in the trade window. Has not reoccured
Thanks for the responses. I am not at home atm, will post the debug file this evening.
I have noticed that the Blackhole Erupter weapon has no animation, other than the target eventually exploding. The ships just fly around for a few seconds and then 1 explodes. I assume that this is because the weapon opens a blackhole on the ship. Seems pretty boring for a top end weapon tech, being a missile, shouldn't there be some kind of launching animation?
Please add an option to disable the automatic jump to next ship with movement points. If anything is holding this game back from epic greatness it is that disorienting feature. If this option already exists I will glady accept moron status if someone will just tell me how to turn off the auto scroll.
I would like a new military starbase type that you can build in orbit around a planet for defense. Perhaps a reduced size, say 50% of the modules of a normal starbase, or perhaps at a higher cost.
It would be nice if you could put space stations in orbit to defend key planets, maybe smaller ones with a reduced number of modules.
Well, good news for me is that I have not had the bug again lately, although I'm being careful to get rid of the blinking cursor before saving.
#3 is still not entirely fixed. I will post debug next time it occurs.
Am I doing something wrong or do you really have to send dozens of separate constructor ships to fully upgrade a starbase? Any tips on how to make this process less tedious?
I will reproduce it next time I play. I have been able to temporarily fix this using info from another post. The crash was occuring at the last save screen after you enter a ship name. If you hit enter after naming the ship to remove the cursor the crash will not occur. If the cursor is still blinking in the name box it CTD when you hit 'Save' or 'OK'.
I get crashes about 80% of the time when trying to save a custom ship design. Have new patch and current video drivers. Is this common or should I post more info?