1) Xeloxi are spam building miners despite declaring war on me and having no available asteroids in their sphere of influence to mine. Krynn too. I am talking 60+ miners (highest count in name was 129). 2) Ship screen could use some more detail on ship specs (e.g. evasion, etc.), maybe when you hover over the weapons it will show you the speed, accuracy, etc. since there are standard and upgraded values. 3) I dont see a notification for a battle occured
darknicademis
Hi Frogboy, if you are focusing on yearly expansions, I assume the next one is for spring 2019. My vote is for a focus on War/Fleet battles/Battle Viewer/Ship Roles Expansion. I know you have thrown around the idea of letting players control ships in combat and for me that is my biggest request. Perhaps something like Sword of the Stars combat style with your own take on the system. Wanted to get the vote in early since I assume it is a long process to plan and develop
Game is freezing or crashing after monsters attack my fleets. Sometimes, the battle results show enemy ships destroyed from a different a different faction instead of the destroyed monsters. When trying to replay the battle, game crashed. When close battle results and click turn button, game never progresses and in bottom right corner it says starting new turn. Does not always happens, but it appears to happen whenever there are multiple monster attacks against my flee
Thanks Everyone. For an idea of my research here is a pic For carrier tech, i have not even researched carrier focus. <img src="https://cdn.stardock.us/
Carriers with Assault Fighters spawning Guardian Drones. See screen shots below and linked saved game. Carrier Focus which should give option for guardian drones (if selected), is not even researched yet. <img src="https://cdn.stardock.us/forums/23/80/2380474/6249049e-e27c-47e8-b4c2-3e9a67f3d215.png" alt="" width="1920" height="1080"
It says assault fighters on the map, in the designer and on the specific module, but spawns guardians in combat. I have not researched carrier focus to even get guardian drones yet in this game.
I have seen the "guardian" class fighters as well, and can confirm it is very very annoying. Will try to provide a saved game tonight and create a support ticket.
I can confirm I have seen this as well. My support ship showed up in front and took damage before my others ships closed and destroyed the opponents. I will see if I can find a save and upload it tonight showing this particular issue. It was not consistent for me though. Most times worked right, but definitely had it happen a couple times.
They do have the advantage of getting the "Mechanic" citizen option for +1 ship speed. With a lot of pull back on other ways to get speed, 5 - 10 mechanic citizens in a synthetic empire and throw on a commander and suddenly my fleets are racing around at 33 speed versus 7 - 10 for AIs. That said, I am not sure that the Yor and other synthetic races use "Mechanic" citizens that often and I had to race to invasion and conquer some planets to keep from falling
Scenarios: Perhaps it is along the lines of quest system, but scenarios or a scenario editor might be fun. For instance, permanent alliance set at the start (good vs evil, 2v1, 3v1, 2v2, 3v3, etc.), different starting conditions (different number of starting planets, resources, technology, etc) so perhaps a single planet highly tech race versus the vastly more numerous lower tech race (becomes a competition between how fast the high tech race destroys, versus the low te
Hi Crocell, I watched your video and it looked like you spread your troops out instead of placing them all in the same spot next to the capital. I am not truly clear on how the combat numbers work, but from what I have read in the forums, a stack of doom (which the defender was using) wipes out spread out assaults since the big force can take the smaller forces on individually (even if the smaller forces in total outnumber the stack of doom). I have not tested and do not know all t
Defeated the Snathi (they did not surrender to anyone else), but after they were defeated their mining bases remained intact and under Snathi control / influence. All fleets, shipyards and starbases transferred to pirates, but the mining bases did not. Could not attack the mining bases to destroy them either, so invulnerable mining bases of a dead empire are stuck in my game. Have a save game if needed. Thank you.
Commander in Fleet says it should increase logistics by 25% and main galaxy screen and hover over shows an increase. However, when trying to add ships past the standard logistics amount it will not allow the merge of the new ships (same problem from a manage fleet screen but manage screen does not show the increased logistics). Have a save game if needed. Thank you.
For me personally I would be interested in 1) Galaxy Builder (would this allow easy implementation of whole conversions mods too? I believe that is not currently available through steamworks) 2) More AI - Always appreciated. 3) Admiral Battles - depending on what extent you changed/improved battles would determine how excited I would get and much money I would throw at you all. I imagine you could do something like gratuitous space battl
Submitted as Ticket YEY-220-46566 Thanks
Thanks Zak_D. Nice to know it is not just me ... kinda. The Ice lords are actually expanding (3 cities now), not sure it they do any outposts. But to be fair, I think I cleared the lairs around the city spots and they just nabbed them. If so, the weakness may be more specifically tied to factions ability to clear areas around cities rather then plopping down the settler. Thanks again for the reply.
Created a new game in 1.3 and the Ice Lords wanted me to attack the dwarves (or something like that). I refused and they joined the sorcerer king. However, I cannot attack them or declare war on them. Thank you.
Natures Bounty appears to be adding +1 food per city level to a city based on when the spell is cost (not updating as the city grows). For instance, if you have a level 2 city and you cast Nature's Bounty, it gives +2 food and does not update as the city grows. So later the city is level 4 and it is still only getting +2 food. If you then cast the spell again (it stacks) on the city it would then get a +4 for a total of 6. If this was intended, just
Enter a cave and presented with some text about a Ogre in pain (or something) and trying to help it says the Ogre turns to attack. Unfortunately a fight does not occur and instead it takes me back to the map with an Ogre in the same spot I am and the screen freezes. I have to do control alt delete to kill the game. I have a save available if needed. Thanks
Two issues with Natures Bounty (Plus 3 food per city level) in 5.3 1) The spell lets you cast it multiple times on the same city but only counts once. (bountiful harvest appears to work correctly adding 3 per enchantment - stackable - may want to update text on bountiful harvest to say it can stack like enchanted hammers) 2) Natures Bounty does not appear to add food as indicated in the description. I have a level 9 city and the scre
In 5.3 I have some blank black icons showing up. Appears to be the bless spell on a cleric and fully enchanted arrowheads. Screenshots
In 5.3 I have some blank black icons showing up. Appears to be the bless spell on a cleric and fully enchanted arrowheads. Screenshots
I have not played yet, so I cannot comment on personal experience (just watching the dev streams and reading the boards). However, the ideas the stand out to me include 1) Different Variations of the Sorcerer King (Magic Based, Mighty Warrior Based, General/Army Based, Elemental Being - Stronger at end fight as Doom Grows, Cunning Diplomat/Schemer - better relations with minor races and spies (handled by the Game Master) that randomly wreck hav
AI AI won't cast wither on armies without an attack (caravans) anymore Can we make is so that the AI wont cast freeze and tremor on caravans too? Thanks for all the great work!
Another Picture, after the same battle. Showing the units only taking the wrong amount of damage.