Feedback/suggestions
Planet management:- Unclear as to why some buildings are not buildable on some tiles- Lack of correlation between tile appearance and description; Some tiles appear to be in the ocean and are listed as "arid"- Consider adding a single right click structure type to auto-build the selected structure.- Automatic building should attempt to default the structure to the most favorable tile for the structure type- Double clicking an item in the queue should cancel the build. - Mouse-over of tiles should display tile bonuses (currently works only for the icon on special tiles, and only on the special icon; does not work on plain tiles that do have bonuses)- Upon discovery of upgrade tech (such as factory level 2), it becomes extremely tedious to go to each individual planet and tile with the old factory to upgrade. Perhaps implement a more efficient way to upgrade old structures ("upgrade all")?
Colonization:- Freeing a precursor ship goes to load screen and then crashes game
Starmap- Credits per turn should be displayed along with credits (ex: currentcredits (credit rate) like 350 (-25)- Consider adding research points per turn/turns to completion display- Consider adding glowing ship icon around planet that allows you to select a ship/fleet. Currently, it is inherently difficult to figure out which planets have ships that can be ejected.
- Consider different icon types for different ships while selecting fleet. Currently unable to differentiate between 50 ships unless you click through every single one
- Consider adding color coding while selecting fleet to assist when reaching logistic cap; for example, have ships highlighted green until cap is reached then highlight them red when one is above the cap- Add zoom in/out buttons
Invasions- I maxxed techs and had several different attack ship types around enemy planets but was unable to initiate invasion. Not sure if enabled yet or not, but my attempts to move ships into the enemy planet or use commands from adjacent squares yielded no results.
Starbases- Unable to build modules; not sure if this has not been implemented yet, but if it is I can't figure out how to do it.
Overall thank you for making and continuing to work on this promising game.
J
Star bases can build modules. Hard to describe in a post really. You click on it and you should see a list of things you can build assuming you have the tech and at least one constructor is docked at the initial station.
another way to put it is that you dock the constructors at the station then look at the details of the station to build modules but you also have to have techs researched to where modules are actually available.
ParagonRenegade had the same issue, and others (including myself) have had a similar issue but with colony ships and unclaimed habitable planets. If you load an autosave, that seems to make it possible to invade/colonize.
Like RG36 said, once you build a starbase using the command > construct button, you can double-click the starbase or click "manage" when the starbase is selected. In the management screen, the top right will show if there are improvements available. I believe the economy and culture rings are always available from the start, but that further modules require tech. To create a ring or add a module, you will need additional constructors.
One issue (not really a bug, per se, but would be a nice feature to improve) is that when you have a constructor garrisoned at the station and you research a tech that offers a new upgrade, I believe the only way to use the garrisoned constructor is to "eject" it and then send it back to the starbase, at which point you will be able to build the newly researched module.
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't got that far yet in my games lol, too busy blockading with precursor ships and then conquering.
Also, apparently when you run out of techs to research your game is over. It doesn't let you go to the next turn because you have to choose a research, but there is no research to choose from (endless loop)
Other stuff:
One of the high end weapons research is coded incorrectly. It has the description in place instead of the name, so when you go to install that module on the starbase it has this long sentence (it is truncated so difficult to read fully) saying something like "why throw stones at your enemies when..." in the name slot.
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