Search found 16 matches

by gwgardner
Mon Jun 16, 2014 6:21 pm
Forum: Suggestions
Topic: tactical display ship orientation
Replies: 1
Views: 3714

tactical display ship orientation

The shields display for a ship should rotate to match the orientation of the ship on the tactical display.
by gwgardner
Sun Jun 15, 2014 9:15 pm
Forum: Gameplay
Topic: Earth (T5) has been refit
Replies: 7
Views: 10596

Earth (T5) has been refit

I get this military news occasionally: Earth (T5) has been refit.

I don't have a task force 5. Is this perhaps referring to my ground forces?
by gwgardner
Sun Jun 15, 2014 12:04 pm
Forum: Suggestions
Topic: clarify tech effects, also make them moddable
Replies: 0
Views: 3347

clarify tech effects, also make them moddable

Example: Universal Translator appears to increase the range of communications, but this is not documented in the tooltip for that tech

Looking at the data files, the controlling tech file is not text editable. Would be nice if it was moddable, or at the very least readable.
by gwgardner
Sat Jun 14, 2014 7:23 pm
Forum: Gameplay
Topic: communications range and universal translator
Replies: 2
Views: 4921

communications range and universal translator

Suddenly my communication range increased. The only new technological advance was universal translator level 3. The description for that does not include anything about range. Is there any other documentation available on the techs, to understand their full effect?
by gwgardner
Fri Jun 13, 2014 7:11 pm
Forum: Gameplay
Topic: I keep killing the probe ...
Replies: 1
Views: 5061

I keep killing the probe ...

For the first mission as the humans, I'm supposed to board the alien probe. But I keep destroying it, instead. I've sent out an assault ship, which is armed with 3 lasers, front and rear. If I fire all of them, it seems impossible to keep from destroying the probe. I see that I can take one battery ...
by gwgardner
Sat Jul 20, 2013 8:25 am
Forum: Main
Topic: inertia effects
Replies: 5
Views: 7368

Re: inertia effects

I'd like to see inertia taken into account in movement. Something like the early arcade game 'Asteroid'? That could make for a crazy screen. :lol: I would hope that ftl space travel would need to have overcome/accommodated inertia, lest all the souls onboard be mashed into a minestrone soup. Perhap...
by gwgardner
Fri Jul 19, 2013 12:26 pm
Forum: Main
Topic: inertia effects
Replies: 5
Views: 7368

inertia effects

In combat mode, when engaged in a sector, ship movement is toy-like. A ship can go forward, then straight back, etc. I'd like to see inertia taken into account in movement. Changing vectors should require some serious energy consumption on the part of a ship, even small ones. In short, there is no s...
by gwgardner
Wed Jul 17, 2013 7:17 am
Forum: Main
Topic: maintenance cost display bug?
Replies: 5
Views: 6720

Re: maintenance cost display bug?

Sorry, I wasted your time. You are so right. You should probably delete this thread to avoid sewing confusion.
by gwgardner
Tue Jul 16, 2013 10:09 pm
Forum: Main
Topic: maintenance cost display bug?
Replies: 5
Views: 6720

Re: maintenance cost display bug?

Thx for the reply. What I did was 'right click' or 'shift' (can't remember which right now) when hovering over the 'farming,' 'government,' windows, on the planet view. That gives the maintenance cost. I added up all those mantenance costs. At startup of a new game, with Earth the only colony, that ...
by gwgardner
Tue Jul 16, 2013 5:10 pm
Forum: Main
Topic: maintenance cost display bug?
Replies: 5
Views: 6720

maintenance cost display bug?

Maintenance cost totals seem to be displayed wrong. At startup of a game, I calculated 351BC maintenance costs on Earth, but that is displayed as 1.35BC. I built an entertainment facility, increasing maintenance costs to 451BC, and that was displayed as 1.45BC.
by gwgardner
Mon Jul 15, 2013 3:37 pm
Forum: Gameplay
Topic: weapons range
Replies: 3
Views: 4792

weapons range

In the tutorial, when the scout is required to survey the probe near Pluto, it is stated that the scout needs to move closer to the probe until it is in weapons range. I see no indicator of weapons range. There is also nothing in the manual about a weapons range indicator. Can someone help me out? T...
by gwgardner
Fri Jul 05, 2013 7:48 am
Forum: Main
Topic: tutorial length
Replies: 1
Views: 3733

tutorial length

I'm not a fast player like some of these other guys. I'm still doing the tutorial stuff. I think the tutorial should be divided into topics. Right now it's rather tedious to go from the multiple turns of waiting while the scout is built, to the multiple turns of waiting while the assault ship is bui...
by gwgardner
Thu Jul 04, 2013 7:10 pm
Forum: Main
Topic: clicking 'done' after round
Replies: 6
Views: 7531

Re: clicking 'done' after round

Related to this, when I see the term 'autoplay' I think of the system continuing action for all the remaining rounds. In fact, autoplay appears to mean that the system terminates all action and the remaining rounds are skipped. Am I wrong? Your first instinct was correct, the 'Auto' mode will play ...
by gwgardner
Thu Jul 04, 2013 10:47 am
Forum: Main
Topic: Too many clicks
Replies: 4
Views: 5744

Re: Too many clicks

Why not have a default order? If the most commonly used order is move, then let it always be in move order until the player selects a different one. First click, the orders menu appears, with default on 'move.' Then step 2 is always eliminated, and steps 2 and 3 most of the time. I think.
by gwgardner
Thu Jul 04, 2013 12:00 am
Forum: Main
Topic: clicking 'done' after round
Replies: 6
Views: 7531

Re: clicking 'done' after round

Thanks to both for the explanation. Now I do recall the 'lock' mentioned in the tutorial. Perhaps simply add, for the tutorial, a comment that without the lock the system will jump to other forces before actually completing the round. Related to this, when I see the term 'autoplay' I think of the sy...
by gwgardner
Wed Jul 03, 2013 9:07 pm
Forum: Main
Topic: clicking 'done' after round
Replies: 6
Views: 7531

clicking 'done' after round

After clicking on 'done' to go the next round in the engage system view, the view always jumps to Earth, whereupon I have to hit 'done' again to actually increment the round. Is this as designed? If not, what's the purpose of having to hit 'done' twice?