One big issue I have with missile launchers: They all shoot at the same thing. I have a massive ship teaming with missile launchers. I get attacked by 20 tiny ships. The big ship will attack the little ships in order. Switch to the real world. The Apache can attack 16 different targets at the same time while tracking 128. These are missiles, fire and forget has been a mainstay of them for decades now. Ev
ayork1
@Raynman, I've noticed that after working up 4 or so levels in the Benevolence/Influence track influence changes its behavior entirely and seems to work as expected. I lost my save game where I observed this happening. I'd look at the code around that for some issues. Some of the levels on that track actually seem to cause influence penalties. I lost a planet in a game after leveling up, but I can't remember which step. That was unexpected.
There are a lot of bugs in the fight viewer. It was not ready for release. Stardock should get an F for this "beta" it's much closer to alpha.
I don't like giving ships extra hit points for levels, but history has very famous examples of how trained fighters and defeat far superior untrained numbers. Likewise a good damage control crew can mitigate damage by getting fires out quickly.
If you look at the zoomed in map, you can tell its a wormhole. If it were gambling like GC2, the I have no problem. It may be a good thing or a bad thing to hit one, but you shouldn't have to keep your ships on manual to make the decision. I'd rather get the free frigates, colony ships, research, constructions, money, etc. Besides I don't see why you need a survey module to even drive into a wormhole. <img style="vertical-align: middle;" src="http:/
I've found several times that stacked ships with moves left can be hard to manually move. I've had to unstack the ships to move them properly. This is not always a good thing because the right ship may not be the one that you are allowed to move. You have to let the "idle ship" button even select one of the ships/fleets. It won't always let you go through the stack. If there is another way, it must be awkward to activate. I tried all manner of
Ships in orbit around defector planets will become disabled. They show they still belong to "someone" but they cannot be controlled. They will defend the planet. I say "someone" because at least once, a Yor planet defected to the Krynn (me) but was the ship flagged Iridium. Steps to recreate: Influence capture a planet with a defending fleet. (Sorry but my save game failed to exist after saving. Don't know who's screw up that was.)
To add a bit to the text box problem: Clicking on the item for the tool tip will change to format. Sometimes it fixes it, and sometimes it makes it worse.
I really wish I could order my autopilot survey ships to avoid wormholes. Maybe no all ships, but its more important to me to have it actually able to survey than stuck in the penalty box. By this I mean any ship (the bigger the galaxy the larger the penalty) outside of its range must be "in the penalty box" and fly straight home. It would be good if this was a separate order: Auto survey avoid wormholes. This way I could build special purpose ships to hit wormholes.
I saw something like this in the previous beta. I can't remember exactly what I did. I remember it because I was attempting to take a ship off of autopilot and move to defend a shipyard. Taking the ship off of autopilot, however I did it, took away the ship's next turn; and I lost the base.
I have planets swamped with influence buildings getting taken over. I'm Krynn and losing to Yor. I even have one of my planets influencing a Yor planet but it is getting influenced back by the Yor planet. That seems a bit stupid.
I'm finding my current game unplayable. So sad. Another planet "behind the front line" fell to this issue. I have influence buildings galore on these planets.
Oddly, carriers in the real world did the same thing to battleships.
I haven't seen one since the Empire days, but I'd love to give my lighter ships the ability to run patrols along borders.
In the pic, you will see that I'm about to lose a planet to influence while I'm actually influencing another planet. Is there a problem with the influence calculation?
Why does the new tech screen only use half of the actual display? At least the old one was centered. The new one is chopped off at the top. I would post a screen shot, but I'm fairly sure I saw it in the last video conference. The tech tree is cool, but if I select a future tech; the game doesn't pick a tech along that path.
@ Space Voyager Fixed fortifications make for a bad defense because you can always move around them. However, they do force you to choose a different direction so they can buy time for the mobile defenders to respond. <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl07__LinkUser" class="hand" title="Click user name to view more optio
I'be seen this too. Can't remember which race.
Ticket ID #DEZ-303-65298
Should I be able to create an overstacked fleet? I can put an number of ships into a fleet by ejecting them from a base/planet all at the same time.
If I build up a massive fleet at a star base or planet, I can eject all of them into one fleet. This breaks the cap based on logistics. Bug or not? PS I like the idea of oversized fleets as long as there are stacking penalties. And the game tells me I'm overstacked.