General Beta 6.1+ Questions

When you are awarded ships like a colonizer from exploring space wreckage and you have no use anymore for the colonizer (all usage planets are already colonized) - what happens to the colonist onboard if you upgrade to some other type of support ship - trade ship - construction ship etc.  Ideally the colonists would be evacuated off to the closest planet.  Currently there appears also to be no way to see how many people are onboard a colonizer.  Why is the mass of the non-prototype survey analyzer so high - seems perhaps twice as heavy as it should be.

When building troop ships - what is the requirement for being able to load troops onto troop carrier - it appears to only be possible to load from the primary owner of the shipyard. 

Similarly generating colonizers - colonists only seen to be able to come from the primary owner of the shipyard.  Are both of these design features - is there a distance limitation - this something that can be modified in the future so you don't have to have as many shipyards to make mass troop transports.

I notice having traded for Planetary Invasions without obtaining War Machine under the Warfare Tech research tab that I can implement invasions without the previous technology.  I don't see issue with trading for techs out of sequence - currently difficult to tell when doing trades it be nice if you were able to browse the tech tree while making up trades - but it would seem to me that you should have researched or traded for the previous tech to be able to utilize the later tech.

Seems strange to me that a Cargo ship with three construction modules all get consumed to make a starbase.  I like to see the others remain on the construction ship and/or be able to upgrade the shipyard with additional sensors, weapons, or defenses just like you can for a starbase.  Similarly it be nice to have the obtain not to use all the available construction modules when upgrading a starbase.  Sometimes you just one upgrade per star base but it cheaper and/or faster to make a multiple construction module construction ship.

 Another UI update suggestion - when you get a colonizing event and get to the selection screen it would be nice to see stats on the planet that it is effecting - also would also be nice to see the impact on your current ideology as it would be impacted by your selection - see what points you have already earned - see the benefits of each ideology choice (ie be able to browse the ideology tree)

From the Governing Screen would be nice to be able to go to explore each planet - able to go back and forth see what being researched - built on each planet with some kind of popup screen for each planet if you hover over each named to see what is currently being build and what is already there.

 

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Reply #1 Top


Seems strange to me that a Cargo ship with three construction modules all get consumed to make a starbase.  I like to see the others remain on the construction ship and/or be able to upgrade the shipyard with additional sensors, weapons, or defenses just like you can for a starbase.  Similarly it be nice to have the obtain not to use all the available construction modules when upgrading a starbase.  Sometimes you just one upgrade per star base but it cheaper and/or faster to make a multiple construction module construction ship.
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unless they made a change in the most recent update which i cat load ATM these should not be happening

if you build a starbase with a constructor that has multiple modules one module gets used for the initial building and then the constructor with one less module appears in a hex adjacent to the starbase.

 

if you have a constructor with multiple modules upgrading a starbase then you should be able to eject the constructor at any time and be able to send it to the next starbase/location you want a starbase

Reply #2 Top

You can use double/triple module constructor to build a starbase first then build a nearby shipyard.  Right now building a shipyard uses all the construction modules you have.

I just had a terrain corvette attack one of my works with only 5 hitpoints of hull remaining - should be some kind of below x% (say 20%) or original hitpoints retreat to repair defend a strategic resource starbase or planet.  Do not initiate attacks unless somehow guaranteed to win.

I had the bug with multiple events going on - a battle is started but your view don't switch to tactical battle screen hear battle going on but it never ends just locks up game so you have to end game and reload a saved game to continue.

 

 

Reply #3 Top

There needs to be a way to transport population between planets - right now I am killing population on my home world where my shipyard is.

 


General comment on the game - graphics wise the game is pretty good - there appear to be some bugs in some of the code for displaying space battles and invasions that occasionally cause the game to crash or hang up.  Generally the Beta 6 code is a lot better than Beta 5 - much more stable or playable.  There appear to be a number of game polish and typos - game features that don't quite work exactly right or should be changed.  Later will no doubt continue to be worked on after the release.  Hopefully the patch tomorrow clears up more of the game crash - feature broken issues that been reported.  But a lot more is good with this beta version of the game than is broken. 

The game is not perfect but it is certainly very close to being ready for release in a couple weeks.