Search found 29 matches

by Crissa
Wed Oct 26, 2011 5:58 am
Forum: Support
Topic: Orbital Mining + Gas Giants?
Replies: 5
Views: 548

Re: Orbital Mining + Gas Giants?

Is fuel not being shared between ships in a fleet a bug?

-Crissa
by Crissa
Wed Oct 26, 2011 5:32 am
Forum: Support
Topic: Orbital Mining + Gas Giants?
Replies: 5
Views: 548

Re: Orbital Mining + Gas Giants?

Deep Core Mining says one turn in its description but on my display says I have 0 RP left and five turns.

Something isn't displaying here.

-Crissa
by Crissa
Wed Oct 26, 2011 5:10 am
Forum: Support
Topic: Orbital Mining + Gas Giants?
Replies: 5
Views: 548

Re: Orbital Mining + Gas Giants?

Where? There's nothing but neutronium extraction that needs Orbital mining.

That's terribly unclear writing, makes it hard to find actual errors if I'm tripping over grammar x-x

-Crissa
by Crissa
Wed Oct 26, 2011 5:09 am
Forum: Support
Topic: Can't build colony/outposts (4282)
Replies: 5
Views: 1737

Re: Can't build colony/outposts (4282)

That would do it, then. I don't think I would've thought to look at a part of a whole for restrictions; perhaps it should include a list of all the restrictions - or at least pop up a message of why it's not doing it.

New feature request, I guess ^-^;

-Crissa
by Crissa
Mon Oct 24, 2011 9:12 am
Forum: Support
Topic: Orbital Mining + Gas Giants?
Replies: 5
Views: 548

Orbital Mining + Gas Giants?

Orbital Mining says it works with Outposts on Gas Giants.

But my gas giant doesn't have the mining option.

My Asteroids got their mining option from the asteroid mining I dug up...

Hmm.

-Crissa
by Crissa
Mon Oct 24, 2011 8:48 am
Forum: Support
Topic: Can't build colony/outposts (4282)
Replies: 5
Views: 1737

Can't build colony/outposts (4282)

For some reason, even though I have a Shipyard and Drydock I can't build Outposts and Colony ships on my colony world. Neither of these list what is required to build them (didn't it used to?) so am I missing something? Or is it a bug? The world has full construction (20) and 2.7 population, nothing...
by Crissa
Mon Oct 24, 2011 8:38 am
Forum: Support
Topic: 0.3.17 (SVN 4282) OSX hangs on 'Generating universe'
Replies: 19
Views: 1966

Re: 0.3.17 (SVN 4282) OSX hangs on 'Generating universe'

That's completely unlike what I said. If you require that this version of Python exists, <i>why do you not check if that resource exists</i> before using it? If the client does not crash, then it is totally possible to check the filesystem for this file. Checking simply if there is a file or not is ...
by Crissa
Mon Oct 24, 2011 5:52 am
Forum: Support
Topic: 0.3.17 (SVN 4282) OSX hangs on 'Generating universe'
Replies: 19
Views: 1966

Re: 0.3.17 (SVN 4282) OSX hangs on 'Generating universe'

Well, why can't it check the version of things it needs before trying to use them?

I knew I'd find a thread on this when I popped open the new one and it just sat there, crashed.

Interesting to note: The music keeps playing.

-Crissa
by Crissa
Mon Nov 08, 2010 12:56 am
Forum: Strategy Games
Topic: The greatest Space Game Imaginable.. SE5
Replies: 7
Views: 12101

Re: The greatest Space Game Imaginable.. SE5

When a system changes, so do the calls to the drivers. So a driver that worked in a previous version of the OS may not work in a later version. If any time, that's a good time to update the drivers; you're lucky it works at all on the older drivers and newer OS. I love SEV, but I doubt it'll get muc...
by Crissa
Wed Sep 08, 2010 3:56 am
Forum: Other Game Design
Topic: Implementing 3d combat/3d systems?
Replies: 5
Views: 849

Re: Implementing 3d combat/3d systems?

You know, I'm still waiting for spouse to help me set up my desk so I can run Maya. Been busy working on stone steps for the house instead. There's like a big hole where there should be a shelf for the desk so I can use a real mouse (well, trackball) and run Maya.

Bah.

-Crissa
by Crissa
Mon Jul 12, 2010 8:30 am
Forum: Other Game Design
Topic: Hiding completed buildings on production screen list
Replies: 19
Views: 2151

Re: Hiding completed buildings on production screen list

Focus changes take a moment, too.

But it's only on the Production queue I can queue up more than one at a time and actually lock up my UI and notice it.

-Crissa
by Crissa
Sat Jul 10, 2010 5:41 am
Forum: Other Game Design
Topic: Hiding completed buildings on production screen list
Replies: 19
Views: 2151

Re: Hiding completed buildings on production screen list

I can't click too many items of those to notice, because I can only click on one at a time.

The queue having some or not seems to not matter.

-Crissa
by Crissa
Thu Jul 08, 2010 7:06 pm
Forum: Other Game Design
Topic: Hiding completed buildings on production screen list
Replies: 19
Views: 2151

Re: Hiding completed buildings on production screen list

Nope, it's not the playing of the sound, I was just using that as illustration. It hangs the same apparent amount (I can't stopwatch it very well) taking items in and out of the queue, for any apparent size of galaxy (I have a couple dozen planets in the biggest empire, with 450 systems in the galax...
by Crissa
Tue Jul 06, 2010 9:40 pm
Forum: Other Game Design
Topic: Meter Values vs. Resource Production
Replies: 10
Views: 1236

Re: Meter Values vs. Resource Production

Is it possible we could get away from the raw numbers? You could instead display things as a number relative to the universe (total), with a bar relative to the planet (capacity), and a bar relative to the population (efficiency) which would still look like it is now. (It would be nice to have some ...
by Crissa
Tue Jul 06, 2010 9:17 pm
Forum: Other Game Design
Topic: Hiding completed buildings on production screen list
Replies: 19
Views: 2151

Re: Hiding completed buildings on production screen list

it's not a good solution to randomly pick an empire to produce a building when two or more could produce them It is a solution, though. I do think randomized turn order is a good idea in principle. How long is your build queue when this happens? (Does it matter?) I don't think it matters. It's only...