I would like this very much, and had thought about the exact same feature too. When you have a high tax rate, and morale buildings on developed worlds, it's a bit messy when i colonize new planets, because they have a very low morale as long as the basic buildings are being made. Same goes for planets that are too small for morale buildings. And no, I don't think this should affect any other colonies. Think of it as tax cuts for the brave settlers who live in barren worlds without jo
Alien Duck
Well, a simple fix would be to limit the number of modules you can add to a starbase in a single turn.... I think it's ok that starbases are powerful, but raising a monstrous, fully armed starbase in a week seems a bit cheesy. As a strategic option, this number could depend on technological achievements, either on existing ones (logistics, maybe) or on something new. Another option would be to make the bonuses to the firepower not additive, but multiplicative. I.e., the enhancements t
Hmm, I SERIOUSLY hope that you need high-level espionage to know the "X paid Y to attack us" factor. Otherwise, this would become REALLY, REALLY silly.... like the bribing race DIDN'T do this to keep its hands clean in the first place. "Hey, we are now going to kill your army and invade your homeworlds. Oh, by the way: we do this because the Torians paid us some money to do it. Just so you know. They didn't pay us extra to NOT tell you this,
I agree with the original post. However, I would not fix the issue by increasing the weapon damage on larger ships - this is bound to be a balancing nightmare. No, the solution should be to simply leave all weapons at the same size and damage, for any type of hull. It's simple, it's realistic and intuitive. Balancing the ship sizes should be done through the available space, hit points, and logistics points (as it already is).
I'm glad to see this thread because (as I already posted) I have severe framerate problems.... Running the game at 1024x768, 32bit, 85hz (same as desktop) Main menu: 85fps Ship construction: 35-45, depending on hull Full zoom-out on a 4x4 sector map, icon mode: 25 fps No problems so far. Now for the nasty spots... I have set the "tactical view zoom level" to 9, to be able to play the game at all. Z
Some issues I noticed in 1.1 Beta 4: - In race selection/creation, some party descriptions differ from the actual values (e.g. populist: 20 vs 10%) - When editing a pre-made race that has a certain bonus (e.g. Yor, 100% loyality), if you select a bonus in the same field, like loyality 10%, and then deselect it, the original bonus is lost and cannot be recovered. By the same token, is it intentional that the new bonus *replaces* th
Agreed, this should be a bit clearer. Is it that this race is just militaristic, and doesn't like anybody? Or do they think I am too militaristic (as a race) and they don't like that, no matter what I do? Or did I fight too much in the past (regardless of my current military strength?) Or is it about THEIR military strength, i.e. their military is so strong that they don't need allies anymore? Or something completely different? <img src="http://images
Bugs I noticed in Beta-2a: - After deleting a ship design while in the "user" view, the list shows *all* designs again while the tab "user" is still selected. - The "doom ray" icon is missing in the ship designer screen. This makes things confusing because the weapons don't seem to appear in the ship's components list. - In the ship designers "choice lists" (weapons, defense etc), the lists are sorted sensibly when no tab is selected, e.g. by armor value. But whe
Christ, Java is slower'n molasses. Not the language, but the virtual machine. Screw compatability, give me C! The old stereotype. If you're willing to open your mind, take a look at this - these are benchmarks of a Quake port to Java. So much for "Java is too slow f
Well, I wasn't bothered by SB management too much, but this might be because I haven't played big maps yet. So far, I like that erecting a full-blown starbase really feels like the logistic effort it would be. While the idea to just give it a build queue like a planet is easier, it neglects that a planet has a supply of resources and facilities to produce something. For a starbase, at least the material needs to come from somewhere. What I'
Hmm... while I miss some cheap & simple way to fend of unarmed transports, too, I'm not too fond of using starbases for it. Think about it: When you build a starbase around a planet, the attacker just flies in from the other side of the planet, and you can't hit him, because a starbase is not mobile. The same way, building a rocket or beam defense would need a LOT of resources to cover the whole area to be effective. Maybe something that wou
I'm definetly for new anomalies popping up during the game. Especially when you're trying to avoid war, there's no turnaround when you miss out in the early game. I would even go so far and have no or very few anomalies exist at the start of the game, so the new ones appearing are the major part of it. The de luxe version would be if both rates (initial / appear) were adjustable, of course T
(sorry for double post, i got a timeout...)
I was about to post the same bug (latest version before the 1.1 beta). It's very annoying, especially if you're in a tight battle, and suddenly one of your ships wastes its movement points moving to the point where you sent another ship Made me curse out loud several times. And I don't think this is a design decision. it usually seems to happen when I c
Instead of adding a new module, why not just let ships with a survey module do the scan? This would have the added effect that the flagships could scan planets, and not the colony ships. Which would make more sense to me - the bold explorers checking out planets before the settlers fly in. This would also make the survey module a bit more useful After
I just realized that it's kind of silly right now: upgrading the whole ship can be done in one turn, but repairing the last battles damage takes several weeks.... This could integrate nicely with the idea I posted above: When you're in the area of effect of a starport, equipped base, or repair ship, your battle damage could get repaired faster. Ot
I agree that ship upgrades are way too unattractive right now (1.0.x). I just played through a game where I built ships like crazy, but haven't upgraded a single one because it hardly makes any sense. Which is a pity because the old crew's experience is lost that way. My suggestions: - As already said, simply make the upgrade last longer. I was very surprised when I first upgraded and lost around 1000 cash because I thought that
I have the same problem here. My system is a Athlon 1800+, Geforce TI4200 (128mb) and 1 Gb of RAM. I'm playing a small galaxy, and when I zoom out so that I see a good part of the map, with not very much going on (maybe 20-30 ships and 10 starbases on the screen), I'm down to about 2-3 fps. (Latest drivers, DirectX, no other programs etc.) When I'm in icon mode, it is much smoother, so I'm playing now with a low icon mode threshold. Of course, that's n
[From the list of starforce games:] > UFO: Aftershock Cenega (forum inactive) > X2: The Threat (only European versions) Deep Silver > X3: Reunion (only European versions) Deep Silver .... well, there go some potential sales from me. I was already VERY reluctant to buy anything with such an intrusive "protection", but this underhanded action hit the last straw. Bye bye games with SF. Oh, and big compliments to Stardock for taking this bold move <img src
Please forgive me for not reading all the 650 comments, so some of these might have been mentioned already Here we go: - In some lists, there is a clear "default" action. This should be accessible by a double-click. For example, loading a saved game, or "go to" in the turn event log. I usually double-click those, wait a second, nothing happens, and then I remember I have to use the b
I agree with the first post. Having all functional parts erased when you click "upgrade" is incredibly annoying, and I haven't even gotten beyond "medium" ships. Also, why can't you "upgrade" core designs? Especially for a beginner, it would be interesting to see what components are in the default ships. And for the experienced, this way gets rid of the mindless clicking. I would simply expect it to take the existing ship design, and put it
Thank you, that fixed it Even better as I wanted to switch to English anyway.... two birds with one stone ^^ The problem with ships being black and stars/planets not showing does persist, though... I expected that updating my video drivers and the game would fix it. As I can't attach images here, I'll send you a mail with a screenshot. Al
I have exactly the same problem here. I could play with the (German) retail version, but since updating to the latest version the game exits to the desktop after the intro movie. I have installed the latest nvidia drivers, which did not change anything. AFAIK there are no updated drivers available for my "Soundblaster Live!" card. I have not had any problems in other recent games (like Guild Wars). Desktop and game resolution is
It would be nice if someone from Stardock could post a definite answer... because I need to decide soon if I wait for the German release or order an English one... Buying a localized box and downloading the English version using the serial would be fine for me, if that's the way it works out. As some have already noted, we Europeans hope that