Thecw

Thecw

Joined Member # 4823684
80 Posts 451 Replies 1,324 Reputation

When a player attacks a stack he always attacks the first ship/fleet in the list (as shown in the info panel - bottom left). The order of this list appear to be the order in which the ships/fleets arrived on that location. However the AI seems to be able to attack your stacked ships/fleets out-of-order. Does the AI sees a different order then the order-of-arrival on a location or can he pick-and-choose which ship/fleet to attack? If the AI sees a different order in whi

30 Replies 33,579 Views

At this moment when you change the production wheel there is no direct way to see how the allocated research points result in research completion turns. The research percentage and actual numbers of research points generated is being shown. To see whether there is an actual change in the number of research to complete turns, you have to close the govern economy tab and open the technology window. PS: After you close the Govern window the "research turn remaining" tool

30 Replies 33,579 Views

That i understood. I simply want it both. A current view with the current focus (saved in the game save) and a custom defined one (saved in the prefs). Because i quite often will zoom in/out during the game for better overview of the action or to issue long range orders. And after that i have to manually go back to my preferred camera settings.

4 Replies 2,676 Views

@MarvinKosh, You should not login on the support site to submit a ticket. Simple select "Games" and hit the "Next>>" button. Then follow the instructions. After you have submitted the ticket the support system will send you login credentials to your email address. This is purely to give you the opportunity to monitor the progress on the ticket you just submitted. You do not login with your stardock store/forum credentials, the email address

4 Replies 13,942 Views

Since we already have 5 default camera views (hotkeys: '1'...'5'), maybe a custom camera view could be implemented. This way the player can then switch between the various default camera views and the custom camera view (example hotkey: '0'); which the user could define (example hotkey: +'0'). And the camera settings could be saved in the Prefs.ini; allowing this preference to be available in other game (saves).

4 Replies 2,676 Views

Actually, a ship on Guard wakes when an enemy ship comes within sensor range. A ship on sentry wakes when any ship comes within sensor range; but because we are in the beta in immediate/eternal war there is no difference at the moment. At the moment they don't function properly at all. Personally i would like to see two additional modes, namely Interdict and Sally. Interdict: wake when a enemy ship comes with (flight range - 1) / 2. This will allow you to attack an

12 Replies 50,023 Views

With your mouse left-click on the colony ship to select it. Right-click on the planet (or any destination) you want to send your ship to. When a colony ship arrives at a suitable planet you will be prompted whether you wish to colonize it.

4 Replies 14,628 Views

I do not know if it is a bug or a design decision, but the planetary project "Birthing Subsidies" continues even while a planet has already achieved it maximum population. I think it would be preferable that the planet would stop the project; in which case the user get notified by an "idle colony" on the turn button. <img style="vertical-align: top;" src="https://www.mediafire.com/convkey/6e5f/67qhdb31lfqa9zt6g.jpg" alt="Fully populated planet with birthing subsidies still act

3 Replies 4,872 Views

The starbases/shipyards in the main view itself do show a little yellow shield above the bases. I am talking about the starbases list on the right hand side of the main view. Larsenex, if you can actually see starbase icons there, then there is something horrible wrong with my game installation. In the planet list i do actually see icons representing the planets, but not in the starbases list. <img style="vertical-align: top;" src="https://www.mediafire.com/c

5 Replies 10,771 Views

Currently a planet that is defended by a fleet has a shield icon over the planet icon in the colonies list (on the right hand side of the main view). If possible i would like to see the same shield over the (currently blank) starbase/shipyard icon in the starbases list when a defending fleet is present. And maybe even the stats (Beam, Missile, Kinetic, Shield, Point Defense, Armor - like those in the fleet info panel) of the fleet could be squeezed in. This would also be usefu

5 Replies 10,771 Views

The game does not take the sensor range of ships in orbit into account after loading. However by ejecting and orbit reentry of the ship the range is updated. See the difference between the screenshot. First screenshot shows the sensor range after a load with the Overseer in orbit. Second screenshot shows the sensor range after the Overseer was ejected and send back to the planet. Take special note of the enemies ships that are now suddenly visible. It affects the range

2 Replies 4,006 Views

In the designer the total mass is rounded down. Open the ship in the designer. Look at the total mass bar. Below that are the used components. Move-over them will show the actual mass for those components. Do this for all the parts in the design, sum the masses; And you will probably find that your ship is not exactly as stated in the total bar.

2 Replies 1,865 Views

When using the mouse wheel the game is inconsistent in its actions. In the planet/ship list (on the right hand side of main screen) scroll events often simply seem to be ignored. Sometimes (rarely) the main view will zoom while the mouse is positioned smack in the middle of planet/ship list. Scroll speed per wheel tick is about 1/4 entry height. Scrolling in the available improvements list in the planet screen almost always works, but rather slowly. One wheel tick results in a

3 Replies 3,726 Views

@peregrine23: If you don't mind modding your ImprovementDefs.xml file, you could do that by lowering the LandPercentageMin property. Example to allow multiple tiles with quality between "Habitat Improvement Plant" and "Resequencing Station" to be terraformed. Change: BiosphereManipulator_Icon.png Terraformi

2 Replies 2,239 Views

According to the descriptive text ("Terraform multiple low quality tiles.") the Biosphere Manipulator should be able to terraform multiple tiles. However, it can be used only once. In the ImprovementDefs.xml file the IsColonyUnique property is set to true, while it Terran counterpart (OmegaTerraforming "Ultra-Terraformer") does not.

2 Replies 2,239 Views

Since Paul voiced last week that health regain rate should be looked at, it would like to repeat my question of last week that unfortunately was not answered due to the limited time available: Damaged ships regain their health very slowly. Since shipyard can now idle. Is it possible to introduce a "repair" mode instead of shutdown that would accelerate the health regain rate of the ships within the influence sphere of the shipyard?

29 Replies 43,911 Views

When an enemy vessel is next to one of your planets a crash occurs if you attack it with a ship that is in the defending fleet for that planet. How to reproduce: Have a ship in the defending fleet of a planet; wait for an enemy ship to take up position next to your planet; select your ship and right-click on the enemy vessel; and watch the program crash to you desktop. <img style="vertical-align: top;" src="https://www.mediafire.com/convkey/5091/b4ru75bxvh8e1ku6g.jpg" alt="Ene

0 Replies 1,144 Views