[quote who="Gilmoy" reply="1" id="3520236"] Known since Beta 2 (and maybe earlier). Work-around: Manually delete the project, then re-add it, and it will "forget" its Rushed buggy state. It's a game mechanism that evidently hasn't gotten any dev time, as they prioritize bigger fish. [/quote]Thanks. I know the workaround. Didn't know it's such long standing issue.
flymar
I think no take over of such planet should be possible. Sure you can bomb it to shreds but without technology you can't use the remains of the colony.
Didn't have a chance to play with opt in patch. In Beta 4 when I survey anomaly that is rushing random planet improvement the queue gets locked (no auto updates from tech) if the planet were producing ongoing project. Planet list display [Name of the project](Rushed) forever.
I think there will be option to rename planet (if is not right now). IMO that's a good idea too hook up certain "random" events to real situation in the colony. It demands job from the writers but idea is good.
[quote who="Yasu" reply="4" id="3487242"] I think flymar knows about the logistics point. He's reporting that he can't stack them even when he's got enough points to stack the ships. [/quote] This:)
I've had base 9 points and tried to merge 2 and 3 ships (3 pointers). There are values in info box. I guess it's rather "I'm out of MP and I'm on autopilot" kind of things.
[quote who="hagmak1" reply="9" id="3486819"] The devs already said that they will add a "build nothing" option for the shipyard queue. Despite that, I don't know what is the better option: build a project like research or wealth, or set the production wheel in the govern screen to zero for the manufactoring but then you have to remember this planet because it will not automatically update your improvements. [/quote] It will. After researching improvements they
* When I got to about 5000 cr and started buying transports their price wasn't deducted. I did about 10 ships that way and stopped. Later it was workin OK but later:) again I got free ship upgrades. * When you have lots of planets sponsoring a shipyard the tooltip info gets flicker (different planet names are overlapping). * Planet interface without arrows showing adjacent bonuses feels less intuitive * Territory bonuses worked better for me when they were ava
Couldn't get this nice background to work:)
About p2 of the OP. I don't think that adding fighters and anti fighter weapons would make a big difference. It seems to me that it's just another set of weapon/armour. IMO to add something fresh to the space battles idea I guess the manoeuvres would be the nice thing. Something similar to what Endless Space tried to do with cards. But for me in ES it feels disconnected. I remember long time ago I played a story driven 4x space game called Reunion. And the battle viewe
While I couldn't call myself hardcore GC fan I've decided to join the development process. After few plays I have some feedback: I have some issues with performance. Changing the windows sometimes take 5-10 seconds (it's a rare thing but it happens). Starport-->Starmap, Planet-->Starmap. * At beginning the animation is choppy but once it "settles" it's pretty smooth. Later in game I fought the starmap chopping by zooming in and wait
Saving ship as template makes it available in future games, when you research technologies needed for the ship components. At least it was working like that in GC2
Interesting. Most of the time I don't hear the click but the music is turned down for a moment which sounds weird.