androshalforc

androshalforc

Joined Member # 2704073
77 Posts 1,366 Replies 1,431 Reputation

it seems that the autosaves i had happened after i turned on turnactions so i cant go back to before i finished the research tree but heres a chunk of the debugg file that seems related in particular the bottom where i end turn 416 about a dozen times Debug Message: EndTurn PlayerObjectID 4, Turn #415 Debug Message: CTurnSystem::RequestTurnState from: MovePhase to: RequestedEndTurn on tick 53601 Debug Message: CTurnSystem::RequestTurnState fr

2 Replies 5,129 Views

i believe i have hit a research glitch using the 0.2 build after completing the entire research tree i can no longer end my turn normally there is no research warning the turn button reads "turn" however pressing it does nothing i can use the turnactions code to bypass this and move on (so i believe there is some warning i just cant see) i should have just finished the last research tech the turn before (i will look into this tomorrow night with the the autosaves)

2 Replies 5,129 Views

2 things 1) they need a better image for the zoomed out map 2) this may just be my OCD talking but i am really annoyed at the fact that i cant build star bases inside them

1 Replies 1,524 Views

[quote]Additionally, how about giving each race one free homeworld building to start the game with - which they can place at the same time as the starport and capital?[/quote] while i havent seen the video yet i think that this should be a mix of several buildings of a basic level i mean look at earth and we are only really beginning to contemplate colonizing other planets weve only barely dipped our toes into space exploration our furthest space probe is just barely out of ou

3 Replies 3,585 Views

when you unlock a terraforming tech the tiles don't change from yellow to green to signify that they are usable i only found this out after "accidentally" building on one while looking for the appropriate project to make the tile usable accidentally

1 Replies 7,084 Views

on a somewhat related note i think it would be beneficial to have a movement circle around the selected ship highlighting all the hexes that ship could reach in this turn

2 Replies 2,536 Views

[quote]Drengin toilets unclogged[/quote] unfortunately this is only dealing with the symptom not the problem the real issue here is the high sugar diet favored by the torians

27 Replies 55,192 Views

[quote]Like the +15% ship range from adventuresome. The movement system works and should always speak in hexes. So instead of +15% I would say +1 range per module.[/quote] the problem with this is that different modules give different base amounts a +1 bonus to a module that gives you 3 range is amazing a +1 bonus to a module that gives 100 range is minor

4 Replies 4,793 Views

there was mention off a bug when a colony ship gets destroyed en route it renders the planet uncolonizable that should be fixed with the 0.1.1 patch expected out on Thursday

8 Replies 9,293 Views

1) with the updates on the idealogy tree im curious what kind of effects having a minor race friendly or otherwise in your ZOC will have 2) benevolence level 4-4 will this effect all planets in your ZOC at the time you collect the bonus or for the remainder of the game? 3) i feel that there should be some way of restricting certain idealogys example if i have unlocked all the benevolent perks i should be locked out of all the malevelont perks and half of the

0 Replies 4,832 Views

the production wheel i like it it seems like a really powerful tool for management so i have some ideas to make it more, some have been posted before by others but i thought id gather them all up in one place. 1) a 0% wealth production line; a dotted line where wealth is equal to 0 with the pointer above the line you have a surplus economy with the pointer on the line you have a balanced economy with the pointer below the line

2 Replies 1,925 Views

[quote]11) about 50% of the planets I colonised had those research pods which cause pain. seems a high number?[/quote] i believe this is designed to speed up the alpha testing in particular research testing im sure that when it gets to beta or actual release the chance of these colonization options will drop significantly

16 Replies 64,301 Views

I think this issue with the ai not moving it's fleets is more because the ai has been lobotomized for alpha testing purposes rather the a glitch at least that's how I interpreted it

76 Replies 185,414 Views

I'm running an amd setup ATM and haven't noticed any major problems I don't have the specs on me but the only thing I disabled was the gel ui my graphics card is fairly my processor is out of date I think it was a phenom 1 only have 4 gigs of ram it takes about 30 secs to start the game or generate a new map i would call that an acceptable time

24 Replies 13,556 Views

Hit tilde ,~, it should be top left on your keyboard an then type turnactions this will disable all warnings of research, ideology idle colony and idle ship, adjusting the economy wheel so research is at 0 % might work as well

1 Replies 1,709 Views

I would also like to note that the yes and no buttons feel off isint yes/confirm usually on the left ? the fact that it's on the right Has caused me to cancel several times and then wonder why nothing happened

6 Replies 2,583 Views

it should also act as a wall blocking the sensors on the opposite side of the nebula of course the reverse should also be true a ship hiding in the nebula would not be able to see outside of it

25 Replies 113,968 Views