If you misplace the first improvement of a planet, you don't get the free rush back. If you click on a neutral fleet (or perhaps even an enemy) which is covered by fog of war (FoW), you are not allowed to order your fleet to that hex. The effect is that you can probe FoW. If a building is misplaced, it would be very awesome if we can just drag it to another hex.
ayork1
Is there any thought to giving ultra fast ships (both tactical and strategic) the ability to avoid combat? This way a small, fast scout could shadow enemy fleets (hopefully via order). As long as the enemy fleet remains in sensor range and the scouting ship has more moves it will remain in the shadow operation. Crew skill and tactical speed rolls could be done each turn to decide if the scout slips into weapons range and takes fire. Likewise, if a very fast ship were
I ran across an oversized enemy fleet. It was ejected from a world which was influenced into submission.
@Frogboy, I got a fairly good save game where it starts to get out of hand. Conquest victories will probably never happen with the current balance.
[quote who="alphaprior" reply="8" id="3534540"] Can someone confirm if previous saves are playable with this patch? [/quote] 5.0 saves are playable. Older saves probably aren't because the serialization process probably changed. This usually be because the object model changed. As this is not at released , man-hours on backward compatibility do not make economic sense.
Got to retract previous comment...Further testing needed. Looks like the oversized fleets (ejecting too many ships from a base or planet) has been addressed thanks. I did find an oversized AI fleet. This might have been created, in terms of game play time, before the fix.
Have you tried to send it to a location in you space? Ships which jump through worm holes typically go into the "penalty box." This being that it must do nothing but fly a straight line back to friendly space. It needs to get back into support range.
Hey, let's build a capitol at the most isolated location on the planet. Because expansion isn't the reason we came here.
I don't think guards wake up automatically.
I have a game where this happened. It was submitted under ticket GCM-683-94886 for a different reason. In this I was never able to go to war with the Humans. Not sure of the 100 turn counter.
Here is another "Rift of Doom." I have already submitted the save file. Over the next 20 or so turns it will shift up and encompass my planet. There is another rift to the right (might have to scroll) which is between two of my planets. The save has been reviewed by support. I just want to document this here for those following the thread. The Humans never held any of my planets. I never went to war with them this game. </p
Thanks Larsenex. I am very pleased that Stardock has quickly patched this release. Hopefully the next patch releases soon. I would like to see the Influence Rift of Doom issue fixed soon. Thanks to Stardock for the quick patch of the Beta 4. That was unexpected. I am very impressed.
This might have something to do with using the space bar "pass." I wish a "pass" was implemented like a very famous game line's "wait" function. The difference would be that it wouldn't expend all of the movement points. It would just flag the ship as not needing to move v/s giving up its move.
I was able to get my ship back by retaking the planet via influence. I have taken a planet with influence. The zombied garrison actually successfully defended it against the original owner's follow up attack. The ships were still flagged for the sam enemy.
FWIW I'm getting a hang too. I'm in the 400s. I've played one game w/o incident. But current game has hung at least 3. CTD a few times. The scenario there is probably related to the bug when you cannot see queued items. Sometimes when I cancel an item I CTD. I wonder if the other bug is happening.
I've managed to zombie one of my own ships. It's at the Terran planet on the right. I'm not allowed to attack them right now, but if I did the ship at the planet would defend it. Please see ticked: #CNE-961-53811
It's kind of like the 2.5 children per household thing. It's got to either be 2 or 3. If half points are awarded then they should be displayed.
I've noticed a new problem starting a game. If I move the slider a small bit, the whole numbers don't always add to the same at the bottom. One is 9 and the other is 10. It is leaking resources. This should be a whole number calculation but round off error is causing some of the points to get rounded away. This is from a brand new game. No save file is applicable. <img style="vertical-align: middle;" src="http://yorknati
See ticket #GCM-683-94886
Posted: #GCM-683-94886
Please fix the influence issue.
[quote who="ThoseDeafMutes" reply="10" id="3518824"] Shouldn't missiles be the longest range in principle? Object in motion stays in motion, and missiles can accelerate, jink and steer into manuevering targets. Kinetics should have "unlimited" range but be trivial to dodge until you are relatively close. Beam weapons would be unavoidable within a light second or so, but because of blooming, be broadly ineffective at long distances, increasing in power the closer you got / decreasing
[quote who="Larsenex" reply="4" id="3518744"] LOL, Ayork, You are pretty funny. Its your opinion and truthfully you are very wrong and the consensus here on the forums proves it. In which case you purchased a game in Beta State and got it cheaper than the release at gold. Just shelve the game and pull it out when it goes gold. Problem solved. [/quote] No need to name call or troll. The battle viewer needs serious work.
I think carriers get tiny free ships.
I think the designers want you use to use tiny ships as cannon fodder. If you had 10 tiny and a massive with kinetic guns it would tear things up. Haven't tried a carrier/kinetic combo yet, but it seems like it would be extremely deadly.