was by chance the first ship out of your shipyard not assigned and it created a fleet? I ask because I think if a ship is where your shipyard exists, they create a fleet, which I believe follows the command of the first ship. Thus they wouldn't move to your bases.
Syrkres
I do have to say I really like the new Toggle Tech which allows me to track which tech's I've researched. Helps so much with Unsolicited trades! Also ability to "zoom" out to see entire tech tree (again a feature which should/needs to be in game)
It would be really nice on mouse over to see the mount of culter a starbase has generated. THis is mainly for enemy starbases, since you can see a planet's culture, you should be able to see a starbases culture. Though even my own would make it so I don't have to click and open them to see it.
Well they already have the Sentry function, they could just call that (with optional "pathing" object) which would just move the ship between the queue/list of points and if it senses a ship (like sentry) it stops and becomes IDLE, which would notify the user. Pathing { List positions; Boolean loop; // default true Hex currentDestination; // mark path o
Updates look good. As software developer I would say more are moving to more "smaller" updates in the agile environment. Less things can go wrong. The turn around on bugs is often quicker.
exactly, but the attack window you can't click abort, you can only click quick/view.
When when you attack a star base (or other battles) you get Do you want to engage and can see the fleet (how strong they are) and likely outcome, where as anomalies you only see that it's defended, but can't tell their strength or likely outcome. Seems a bit inconsistent.
Another nice feature, on a ships menu (window lower left corner) if we could add option "move" which processes it's current move path without having to click on it's destination. Often as I am cycling through my ships (using those which still have movement left) I have to basically "re-target" a ships destination to make during my turn. It would be nice to just select the ship and with a hot-key (or button) say complete move for this turn cycle.
Right now if you double click a component in the Component List I think it default adds the component to the the selected part. What would be a VERY nice feature (I think) is that if I double click a component and no parts are selected in the ship that it adds the component as a "Hidden" component.
Another feature which would be very helpful would be ability to measure the distance to an outside of current range location. For example an enemy 150+ hexes away declares war on me. Rather than wait for him to ever come to me I want to send a ship to attack him. Currently it's outside of most of my ships range (with exception of my long range scanner - which happens to be on other side of verse, so no easy way to determine distance to enemy planet. Thus if
Enemy declares war TOO far. This is one of the issues which should be easy to check. My long range scout ran into on of their scouts and shortly after he declared war on me. Which for me is fine, because it will be a good 50+ rounds(at 4 movement per round ) before I even see one of his ships. And that is even if he can reach me. Any ship he sends to me is either going to be complete Life support or a LOT of bases. And I am sure there is someone closer to him w
Also - since were talking on shipyards. If you go into design, design a ship, then a shipyard completes, it defaults to (top ship) or the the designed ship. Also when in designer - if you navigate from a shipyard - it would be nice if you returned to the shipyard and not back to map screen (which then requires me to re-open the shipyard).
No, so when you go to one shipyard and build a constructor, then go to the next shipyard and build a missile attack ship, when the first shipyard is done with constructor, the missile attack ship is still selected, where as you are likely to want the constructor at this shipyard.
[quote who="Publius of NV" reply="14" id="3656313"] If I recall correctly, during the alpha and/or beta they had a two stage end turn. You moved your ships, tended to your planets, etc, and then hit end turn for stage one. All ships on auto pilot then moved, and if any finished their movement and had moves left over, you then had stage two, where you moved them and hit end turn again. (Note: Sorcerer King still has this same mechanism). Again, if I recall cor
That would[quote who="Mystikmind" reply="3" id="3656315"] How it might be useful to me if it remembers the last ship built.... and i can click on that icon to build that design again instead of having to go on an expedition to try and find it in the main ship list with millions of designs making me go cross eyed trying to find the damn thing!!! lol Because i am usually not inclined to want to use the repeat construction feature for my main shipyards, i like to have a moment to
What would be nice is a button the allows me to find any ship that has yet to move this turn. That way when I want to micro manage my ships I can.
Yes it would nice (and logical) if all factions in UP provide the location of the homeworld. But again - take this forum as example, you know me (as syrkres) and can contact me via the board, but you likely have no idea where I live.
Yeah, it's mostly when it's not a constructor... lol When you get 3+ shipyards and you jump to manage one, I forget which one was building what. I know what I was building in all three, just not the specific one (as I am terrible with remember names). Though I also don't think it would be much effort, just an extra attribute per ship yard object which stores last completed set at time of completion. You wouldn't even have to clear it, as t
It would be a nice feature - similar to the Tech Tree(Research) where it lists what you just completed at the shipyard. Doesn't have to be full graphic/splash screen, it can just be a line at the bottom of window (or anyplace else). Reason being is if you are using the button you can't see what you just completed, so I have to exist shipyard, see what I completed, then go back in and start new project.
Very cool - that was such an annoyance. Will update client tonight. EDIT: Updated and appears to be working as before - thanks again.
What would be a cool feature would be cloaked ships. Would need different tech levels to cloak different size ships (smaller are easier). Also would/could/should reveal themselves every once in a while (maybe start of turn?, when firing, etc). Also would need advance sensors to detect them, both at a base level and ship level.
It would be really nice to have a game level setting which by default turns off auto-update. I really hate the extra three clicks every time I take a planet.
I would think this would put the AI at a even greater disadvantage as it probably is not smart enough to replace existing buildings and if there are no upgrades would not be upgrading items. Also the costs would be skewed. Upgrading something is almost always cheaper than starting from new. Thus unless you increase the costs you are getting something much more valuable for less costs.
The one per race I believe is a setting for planets, so you can't get more than a single one on a planet.
Thanks - really really annonying as been playing so long with those keystrokes, I currently attempt it by default and then fails, then have to move mouse.