I would add to the unimportant messages: - Alarm when pirates are launching an attack against an opponent of yours. If you want to know, use a scout frigate.
dthif1980
I personally think that it is a must to have the possibility to avoid the cannons for a simple fact: it is more realistic and it implements a kind of "open space" behavior, where you can come out of phase/warp/hyperspace far enough (simulating open-space).
anybody else have an opinion on the subject? Maybe de Devs will have a look at the idea if there is more "i like that" comments
Hi, I don't know if there is still discussions about that, but I thought of something. I personaly love the phase-lane method. My idea is to be able to discover new phase-lane as the game goes. Having a civic research (high-level) adding a "phase-lane navcomputer" to the scout frigate would enable the frigate to explore around and try discover new lanes. Of course, discovering new lanes would take time, so the frigate would have to move along the edge of a gravity-well, slowly
Hi there, I just want to launch a thread on "How do you defend your planets" and/or "How do you defend your capital". Like what's your typical defensive forces (structures and/or starships) you place at key worlds? Don't write your multiplayer strategies though Speaking of multiplayer, I haven't had the time to get into it so far. Having a 8 months old baby reduces my gaming time to 30 mi
Um, whats the point of that? I agree it takes all of two seconds to tell you fleet to go back to your home planet with the Empire Tool Bar. Yeah your right. I don't use that Empire Tool Bar a lot... I should learn to do it
If it doesn't exist at this point, it would be very nice to have a shortcut called "Return home" that would tell your ship/fleet to get back home (capital planet) right now, by the shortest way already discovered (no exploration).
I want to add on the subject of ships formations. When going to a rally point after being built, for example, they not only stack there, but the ships literally bump on each other, trying to pass. There should be a minimum distance that a ship has to respect to any other space structure or thing. The same problem can be observed when putting a ship in the Trade Route. The trade ship bumps the ship I placed there, moving it a little, just enough to have enough place to pass for trade del
Not sure if it has been mentionned... I'm playing a single player game (medium size, medium difficulty) and have been watching the bounties for a while. From what I observed, bounties do not decrease or if yes, they decrease at a very slow rate, really slower than in BETA 2 in fact. In BETA 2, the bounties were resetting to 0 quite often (after pirate attacks). In my game, the bounties are (after 2 hours of play): Opponent 1: 2250 Opponent 2: 3090 Me: 2000<b
Hegemonia was good. Nice spying elements in that game as mentionned.
yep, that's it. This or choppy also. Anyway, my sound effects only are stuttery in battles, expecially. And the graphics are perfect, even when I have many ships/planets in my view, but sometimes, the travel through hyperspace of a ship is stuttery.
oh ok ! thanks for the clarification.
Well, I started my own thread. Sorry about that. Here is the link: WWW Link
Well... I started my own feedback thread, sorry. Anyway, there is the link: WWW Link
yeah, I meant allegiance sorry (not approval). I'm not sure I know all about the broadcast center. Does it generate culture from the place you put it to all connected planets, or the culture is spreading even further than the directly connected planets? Anyway, I was refering to this post: WWW Link Post #1, I quote: "Second, there still needs to be a better way to mitigate the horrible allegiance pen
What do you mean, opposite of fluid? Well hum... my jerked was the same meaning that "opposite of fluid". I lack this word in my vocabulary... You know, when in a RTS for example and your PC is not fast enough, you get that effect when moving your mouse. Or when you play a game online and the connection speed isn't fast enough. A feeling like if the frame rate is too low. You get my point?
Hi there, I just started my first game of BETA 3. I've been playing some time on it and I want to post my playing feedback here, as a journal in which I'll add post as I discover things or get ideas. My present game is Single player... I know multiplayer should be the thing to try, but haven't had the chance to compete for now. There is my list: 1- I personnaly think that the colored skyboxes should be a little less present. I don't activate this option, because I find
Hi there, I just started my first game of BETA 3. I've been playing some time on it and I want to post my technical feedback here, as a journal in which I'll add post as I discover things/bugs. My present game is Single player... I know multiplayer should be the thing to try, but haven't had the chance to compete for now. There is my list: 1- I receive threat messages from other civs, even when they are my allies, like "show yourself and meet me face to face !" <br
yaaaaaaaaa but damn... can't try it. I must finish my preparation of my hockey pool (draft day = saturday) Go destroy each other people!!
well, actually you could have a list of pre-defined fleet names that you choose from in the Option menu (Fleet #1: Home Guard, Fleet #2: Imperial Dominator, bla...). So when assigning Ctrl-1 to a fleet, it takes that pre-determined name (and voice).
your computer will explode!
@Yarlen: I don't know if you ever played SW Rebellion, but their system is quite good I think (well I like it). You can choose between those speeds (if I remember correctly): 1- Pause: Nothing moves. You can assign move destinations, order building and research, but nothing starts; 2- Normal: Normal pace; 3- Haste: Everything goes faster; 4- Realllllly fast: not interesting; It is good for single player and for multiplayer. In multiplayer, the game checks t
Just about everything will be in Beta 4 (all the major gameplay elements at least). Talk about teasing.
There's not half a year left in development. In fact, there's only about 60-days of time left to finish adding the planned features, which isn't a lot. Can we have a sneak preview at what's left to be developped for those 60 days?
For countering stealth there should be some kind of module you would have to build like the repair station that would take up a tactical slot and detect stealthed ships around a certain area. I thought about it and I want to add to my idea. I thought of two techs (stealth and counter-stealth) of the same high level (maybe counter-stealth one level higher). When researched, counter-stealth would be passive for all your planets/capital ships with an area