Nope, it doesn't work, good to know :-)
justabloke
Hey, Would the following work to restrict the building of modules to a particular faction (using Terran as an example: Terran
Wasn't sure were it belonged, but thanks Hordesman :-)
Hey, So I have an existing campaign saved game, and I wanted to muck around with mods, but the saved game won't load with mods enabled (they weren't enabled when I started the game). The game gets to the saved game loading screen and the galaxy just spins forever. Working as intended?
Firstly, many thanks for this, it has educated me in the ways of repair. Would it be possible to have race specific repair rates or Starbase Modules that affect repair rates?
Thats kinda the point, the only thing I lost was the money I spent on being a founder. Nothing in the scheme of things. I wonder just how many bad reviews a game can take? I think I saw a post about that from a dev, so someone has does the numbers. Why do the 3rd iteration of space strat games always suck, cough MoO 3, cough
You might have guessed from the title that I am not happy with the current state of the game as it pertains to Starbases. I as generally happy with the game play in GalCiv2 in almost all ways except for Starbase abilities and management. My big hope was for a major improvement in Starbases, their construction, abilities, usefulness and versatility. To say I am disappointed would be an understatement. Pros: They are slightly easier manage</
Good list :-) Can I add (might already be known) When you decommission a Starbase any lines from resources that connected to it remain displayed. Even if you build a new Starbase with a new mining module to replace it that takes over those resources. Non-player races can ignore the UP rule about not building outside their territory. Starbase names not displaying correctly in the list on the right hand side
Hey So when initially opening the "Set Ship Destination" popup, the "Starbases" button doesn't work on first press, you have to click on the "Planets" button first before it will enable.
Hey, So there are no arrows at the top of the detail screen for shipyards to jump between them like there are for starbases... they would be useful I think. I know that eventually there will probably be a nice list someplace of what is making what, but I still think this would be nice to have.
Hey, So it makes little sense to show a planetary background in the detail screen of a starbase. What would be useful is either a display of the nearby resources and hints on the modules need to best exploit them or a list of the same.
Double clicking on a shipyard in the list on the right hand side of the screen doesn't open the shipyard in question. Shipyard/Starbase icons do not always displays in the list on the right hand side of the screen Setting colony ship load to zero caused a crash/freeze If you zoom all the way out on the starmap it is possible to see which stars in unexplored regions are blackholes as there are bright pixels of varying colours near them. HEAPS
Got a freeze on: Double click on Earth at the start of the game (before clicking on the idle planet button) On zooming out On zooming in Interestingly the game freezes but you can still alt tab out and back in. The redraw is perfect, just unresponsive.
I'm sure other people have said it, but add Starbase Design to the ship designer
Ok, so I've played a lot more now. Starbases have not improved from GC2. If anything, they have gone backwards. "Specialisation" is going to continue to lead multiple starbases in the same area to provide different benefits. And I still can't see the be benefit at all of building a military base given their effective range is 1 hex. Get rid of specilisation, it really doesn't a
Shhhoosh you, having a great time with it testing out starbases [e digicons]:grin:[/e]
Re OP: Sign me up for an "Auto Colonise Nearest Habitable Planet" order. Perhaps with a setting (quality must be greater than 4 or 8 or whatever) Or an "Auto transfer population between planets" order. This order would allow for the reuse of the colony vessel. Perhaps you could set up a route where it picks from your home planet, delivers 2m colony a, 2m to colony b and then returns home for more.
Guessing that some of this is in-train. But my big bug-bear from the GalCiv2 was the amount of time wasted trying to upgrade Starbases and the time wasted in constructors going from one SB to another cause I got confused and had too many going to one and not the other (the problem really shows up when you have 10 plus bases). An auto update on a planet that produces constructors, so that they go to the nearest starbase and upgrade it, or something to remove the tedium of upgradi