Search found 61 matches

by Cumberlow
Mon Feb 10, 2014 7:29 am
Forum: Support
Topic: Menu screen corruption
Replies: 2
Views: 3796

Re: Menu screen corruption

No low memory warning, rest of game was fine but this was previously a prelude to a CTD.

It was early on in the game and I have 16 GB or ram.
by Cumberlow
Sun Feb 09, 2014 4:07 pm
Forum: Support
Topic: Menu screen corruption
Replies: 2
Views: 3796

Menu screen corruption

I've had the ship design corrupting on a regular basis - all magenta back ground.

https://www.dropbox.com/s/bhwanw43up8vb ... %20bug.jpg
by Cumberlow
Sat Dec 21, 2013 1:04 pm
Forum: Changelogs
Topic: December 20 2013 - Beta-2 Hotfix (version 4.60)
Replies: 12
Views: 16836

Re: December 20 2013 - Beta-2 Hotfix (version 4.60)

Really like the new planet/colony/fleet menu. Agree with the menu position resetting being annoying. Also the menu sort resets each time. Would be great in the planet menu if it showed owner. When searching for a new planet to colonise I have to check if it is already or I have already colonized. Al...
by Cumberlow
Mon Dec 02, 2013 2:31 pm
Forum: In Testing
Topic: November 27 2013 - Beta v4.57 - Test branch
Replies: 15
Views: 35562

Re: November 27 2013 - Beta v4.57 - Test branch

Star bases currently come with a default of 5 beams in each weapon slot. I immediately change that to 9 in my design and replace all the supply bays (what are they for on a star base?) with fighter bays and later add a shield to buff them. Cost for building and time remains the same. Now that is a b...
by Cumberlow
Sun Dec 01, 2013 10:40 am
Forum: In Testing
Topic: November 27 2013 - Beta v4.57 - Test branch
Replies: 15
Views: 35562

Re: November 27 2013 - Beta v4.57 - Test branch

Some feedback: Fighters don't launch from my star base on auto combat, I have to manually launch. Would be nice if they did. Any plans to allow design of fighters? Would help on the star map if different ship types and fleets had different symbols rather than all using the same, especially colony sh...
by Cumberlow
Fri Nov 29, 2013 9:50 am
Forum: In Testing
Topic: November 27 2013 - Beta v4.57 - Test branch
Replies: 15
Views: 35562

Re: November 27 2013 - Beta v4.57 - Test branch

Bug report: Selecting to play a disabled race causes crash to desktop.
by Cumberlow
Wed Nov 27, 2013 2:32 pm
Forum: In Testing
Topic: November 27 2013 - Beta v4.57 - Test branch
Replies: 15
Views: 35562

Re: November 27 2013 - Beta v4.57 - Test branch

Is there a beta test code to enter? I don't have an opt in option.
by Cumberlow
Wed Nov 27, 2013 9:16 am
Forum: In Testing
Topic: November 27 2013 - Beta v4.57 - Test branch
Replies: 15
Views: 35562

Re: November 27 2013 - Beta v4.57 - Test branch

Zaimat wrote:* You can now design your starbase before building it
Looking forward to trying that out and one up on MOO2 where you couldn't design your starbases.
by Cumberlow
Tue Oct 29, 2013 7:49 am
Forum: Main
Topic: The Horizon Random events contest!
Replies: 30
Views: 61132

Re: The Horizon Random events contest!

Title: Rogue Planet Description: A rogue planet is captured by star XXXX Effect: A new planet containing exotic materials or life is added to the system Player/AI action to stop the event (optional): None. Player may colonise new planet to gain a special bonus. Beginning News Report: A planetary-si...
by Cumberlow
Mon Oct 28, 2013 7:41 pm
Forum: Main
Topic: The Horizon Random events contest!
Replies: 30
Views: 61132

Re: The Horizon Random events contest!

Title: Red Giant Description: Star XXXX has exhausted the supply of hydrogen in its core and switched to thermonuclear fusion of hydrogen in its shell, giving it a reddish-orange hue as it rapidly increases in radius. Effect: Quality of inner planets and population decreases as star XXXX incinerate...
by Cumberlow
Sat Oct 19, 2013 7:26 am
Forum: Main
Topic: The Horizon Random events contest!
Replies: 30
Views: 61132

Re: The Horizon Random events contest!

Title: AI Revolution - Enemy within Description: The advanced entertainment complex AI on planet X has gained consciousness and seized control of the minds of the populace whilst wearing artificial reality headsets, enslaving the population (invasion of the mind snatchers) and seizing control of pl...
by Cumberlow
Mon Oct 14, 2013 5:41 am
Forum: Gameplay
Topic: It's better with a brutal challenge than a gentle nudge
Replies: 5
Views: 6006

Re: It's better with a brutal challenge than a gentle nudge

As long as the AI is able to be brutal WITHOUT cheating then I would agree. Nothing spoils the challenge of a game for me more than a cheating AI. It's just lazy coding or lack of time due to the AI being left until last.
by Cumberlow
Thu Oct 10, 2013 8:24 am
Forum: Main
Topic: Introduction Thread
Replies: 47
Views: 92511

Re: Introduction Thread

Snap........46 here too CellNav. Started out with strategy board gaming (pre-PCs) then progressed. Got into PC turn based strategy gaming later when I got a 386 (MS-DOS only), after finishing university. Win95 came out at the right time for multi player MOO2 with a Lan, the best game fun I've had an...
by Cumberlow
Wed Sep 25, 2013 5:01 am
Forum: Gameplay
Topic: Colony screen information
Replies: 6
Views: 7374

Colony screen information

On the colony screen information panel at the top of the screen it would be really helpful for there to be mouse over tips for the various resources, now that specialisation is more important. e.g. for natives it could say "would make an excellent agriculture colony" or for gold it could s...
by Cumberlow
Wed Sep 25, 2013 4:51 am
Forum: Support
Topic: Ghost Fleets
Replies: 5
Views: 6687

Ghost Fleets

When moving fleets I routinely get a second ghost image on the map. More of an annoyance when trying to work out where fleets are but as this is now beta it should be looked at. I don't have the same issue with single ships, just fleets.
by Cumberlow
Wed Sep 25, 2013 4:48 am
Forum: Support
Topic: Auto combat ignoring threats
Replies: 3
Views: 5133

Auto combat ignoring threats

During a combat when my ships started a ways off I hit auto let my ships head off for the enemy while I set back. They made a B line for the largest enemy ship or base which is fine. But along the route they were continuously attacked by small scouts which they ignored when they could have shot back...
by Cumberlow
Tue Sep 24, 2013 7:11 pm
Forum: Support
Topic: People experiencing video issues
Replies: 1
Views: 4054

Re: People experiencing video issues

set to 720p and enabled vsync. Videos working for me now.
by Cumberlow
Tue Sep 24, 2013 7:30 am
Forum: Gameplay
Topic: Scouts
Replies: 4
Views: 5176

Re: Scouts

I guess this is getting into an interesting discussion on movement restriction in game. Do you want a fixed system like MOO2 where cargo bays could extend range a further sector like extra fuel tanks did in the old classic, but no further so you have to colonise in order to expand your range. Or do ...
by Cumberlow
Tue Sep 24, 2013 4:59 am
Forum: Gameplay
Topic: Scouts
Replies: 4
Views: 5176

Re: Scouts

30 scouts sounds a little excessive, 4 or 5 are sufficient for me. Not that I disagree with you that getting out there and grabbing all the techs and booty from digs is the best way to get a big boost at the start of the game. I'm not sure that putting restrictions on that to slow it down is the bes...
by Cumberlow
Tue Sep 24, 2013 4:50 am
Forum: Changelogs
Topic: 23 September 2013 - Beta version 4.49 (Hotfixes)
Replies: 1
Views: 4457

Re: 23 September 2013 - Beta version 4.49 (Hotfixes)

Thanks for the quick fixes. Looking forward to trying them out tonight.