[quote]Also, I cant seem to upgrade terran starbases at all. Even with everything researched, I cant install any modules. They are all greyed out to me.[/quote] In this current alpha iteration if you send constructors to your starbases before the tech is available they seem to station themselves "outside" so you have to eject and then move into the starbase again. Once you do this the tech modules materialize once you click manage and look on the right hand side - you then select the
Maalgrom
I've just experienced this bug when I sent a colony ship to a empty planet that already had a further away colony ship en route, my closest one couldn't colonize but then my further away (and originally destined) colony ship could the same turn when I manually moved it afterwards.
Have encountered this too every fight until my latest game when some Iridium ships did not go invisible at any stage of attacking their stack of three or so ships - so what I thought was a straight bug has now become intermittent it would seem.
I've only just noticed the costs with capturing colonies too, I'm playing my first game as the Drengin and because my economy has not been my focus I've gone into the negatives more than once after I conquered a colony. My other games as Terrans were non-events because my economy was healthy + anomaly wealth + minimal expansion of enemies due to my prescursor ships + camping & killing any ships spawned for giggles.
[quote who="spaceballs6041" reply="3" id="3454374"]Granted it's the weekend, and yes I have seen a few comments from the development team regarding a couple posts. However, it seems like the Alpha was thrown out without much direction as far as a structured way in which Alpha player feedback is collected. Seeing as how the Alpha was released prior to Friday, a pre-weekend update regarding when and how to properly submit feedback, bugs, errors, ect., would have went a long way.
[quote who="Publius of NV" reply="20" id="3454324"]I don't think you're understanding me, or maybe you never played GC2 on a large or huge map. Imagine that you DO need to have defensive ships, and that the planet list is over a hundred planets long. Do you still want to leave all of your planets defenseless just so that you can tell when you've built a new ship? Even when the AI has advanced from a kumquat to a Frogboy?[/quote] Publius of NV I was simply
[quote who="Suomi Sotilashenkilo" reply="13" id="3454148"]Admittedly the Kumquat at first made me nervous[/quote] Your kumquat must have been riper than mine [e digicons]:grin:[/e]
[quote who="ParagonRenegade" reply="2" id="3454136"]There aren't any wormholes as far as I can see.[/quote] I've had a wormhole in one of my games which would only work with my survey ship (because it was an anomaly of course) which zapped me to another part of the galaxy as per GCII.
[quote who="Publius of NV" reply="9" id="3453934"]The most serious problem with this is that the ships in orbit are not currently shown on the planet management screen, so you can't see that this planet just built a ship that should be launched.[/quote] I'm not sure if I'm understanding you correctly but I get a little shield icon show up on my planets in the planet list on the right once a ship is built, admittedly I have no defensive ships so it makes it e
[quote]Hey, I think the title pretty much says it. I was up against the Drengin, I hadn't adjusted the difficulty or anything like that. They would launch their ships... and then they would sit there. Any ship that had combat values, I don't think I ever saw them move it. Colony ships, flagship, and scouts I believe all moved no problem. I saw them get a combat ship from an anomaly, it never moved.[/quote] Yeah, same here, I think t
Loving those suggestions Parrottmath, genius!!! [e digicons]:thumbsup:[/e]
Once the game advances to its next iteration I think I would dearly miss the dual-build queues. I loved how you had to wrestle whether to build a starport on a planet or dedicate it to research, culture, or wealth, and then even if you built a starport you could decide to focus on social, military, or research whilst balancing resources depending on the micro/meso/macro environment at the time. I personally would love to see the separate off-planet starport as the (advanced) starship queue, I
[e digicons]:rofl:[/e] Feeling your frustration, was feeling the same way - I suspect when the revamped colony stuff comes out it will all change (he says crossing his fingers).
[quote who="trumpeter87" reply="2" id="3453309"]That said, I'm reserving any real judgment until we see the upcoming "revamped" colony management screen--I think many of these little oddities and annoyances will be weeded out.[/quote] I think you've hit the nail on the head... can't wait for the next update [e digicons]:thumbsup:[/e]
Verenti, some great ideas here, loving the individualism vs. collectivism concept rather than good vs. evil. The splinter ideology stuff sounds great too, not sure if it might detract from the game if it was mainstreamed but perhaps as a random event or maybe in a future DLC version - that way people could revert to the previous version if they didn't like the concept/feature. It certainly would bring some freshness/originality to the game but then again we haven't seen everything yet
[quote]Unclear as to why some buildings are not buildable on some tiles[/quote] I encountered this until I realised I was selecting an Arid tile which was actually shaded yellow and needed research (perhaps both Arid techs rather than just the first) before I could build on it - and even then I think the tile stayed yellow but it would permit me to build anyway. Some good suggestions too especially about ship/fleet icon distinction and planet building upgrades - haven
Yeah I find this really annoying too but GCII also had a similar ship selection problem at times so nothing new really but would be good if Stardock resolve it once and for all. [e digicons]:grin:[/e]
Totally agree with you on this, let's hope it is already in the pipeline for an upcoming release.
[quote]One of the Starbases I made for giggles just swallowed a second constructor I guess the Update Module thing would have appeared but I thought it was kinda funny "nomnom Constructor"[/quote] I experienced this but then realised when I 'managed' the starbase and it changed to the starbase screen that there were update modules on the right hand side (depending of course what tech you had researched so far ;) ). Am feeling the same about seeing some pew pew and star