Set your windows where you want them, then:
go to Options,
'UI' tab, untoggle "Automatically reposition windows"
'Other' tab, click on 'Write Complete Config File' button.
You should be good from there.
Search found 123 matches
- Fri Aug 07, 2020 8:21 pm
- Forum: Support
- Topic: Windows aren't remembering their position after reload
- Replies: 1
- Views: 950
- Fri Aug 07, 2020 1:05 am
- Forum: Play-Testing Feedback
- Topic: Exobots
- Replies: 22
- Views: 2177
Re: Exobots
At least I would like to see some other way to recycle Exobots than to destroy them in concentraition camps :cry: It's just be flavoring but I don't like these things... Is that not what 'Evacuation System' is? Also, on converting an asteroid belt to a small planet instead of a tiny one, if you loo...
- Thu Aug 06, 2020 9:09 pm
- Forum: Play-Testing Feedback
- Topic: Latest Feedback
- Replies: 16
- Views: 5157
Re: Latest Feedback
So my polling goes like this. At turn one you look at the home system. Home world always has to be research oriented, so a gas giant or asteroids without another planet there you can set at some point to production are waste. If you see one of those then just restart because you've wasted local pla...
- Thu Jul 30, 2020 3:49 am
- Forum: Play-Testing Feedback
- Topic: Honeycomb guarded by Sentinel
- Replies: 7
- Views: 4406
Re: Honeycomb guarded by Sentinel
Just to add some more data points, in the 4 or 5 games over the last few weeks where I have seen a honeycomb special they have all been guarded by Sentinels, never Wardens.
Used to be they were only ever guarded by Wardens.
Used to be they were only ever guarded by Wardens.
- Thu Jul 30, 2020 12:39 am
- Forum: Play-Testing Feedback
- Topic: Weapon Scaling
- Replies: 2
- Views: 765
Weapon Scaling
Build 07-28-test Species' weapon boosts apparently don't scale with the weapon damage scaler? With it defaulting to 6 in this build, Hhhoh only get a 2 point damage boost for a laser weapon over a generic species. This means that for a robotic hull with 4 lasers Hhhoh get less than a 5% damage boost...
- Thu Jul 30, 2020 12:29 am
- Forum: Other Game Design
- Topic: post moved
- Replies: 0
- Views: 1603
post moved
sorry I thought I had deleted this post before I added it to the other forum.
- Sat Jun 06, 2020 8:58 pm
- Forum: Other Game Design
- Topic: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
- Replies: 54
- Views: 8867
Re: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
I've been trying out some different values and building cost .5 tech cost 1.4 part cost .5 seems to work pretty well. Its not exactly like it was but doesn't seem to drag later on any more. The tech cost at 1.4 is more powerful than what it was but it works for now until things settle down again. W...
- Sat Jun 06, 2020 6:42 pm
- Forum: Other Game Design
- Topic: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
- Replies: 54
- Views: 8867
Re: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
My $.02 as someone who has been playing single player for couple years now; on big maps with lots of AIs and most options set to random; The 2020-05-26 build means a lot slower game vs a build from last month, and for me right now, is not nearly as fun. Turns take just as long for the computer to p...
- Sat May 30, 2020 10:08 pm
- Forum: Play-Testing Feedback
- Topic: Trying last version
- Replies: 10
- Views: 6406
Re: Trying last version
This is easy enough to see in the galaxy map, look for your supply lines that are the wrong color. No it isn't. And I know, I did it a lot of time. Sometimes yes the broken supply lines are easy to spot, very often they are not. And it's very tedious to have to go multiple times over the galaxy map...
- Fri May 29, 2020 10:38 pm
- Forum: Play-Testing Feedback
- Topic: Snowflake Inaccurate Damage
- Replies: 2
- Views: 4120
Snowflake Inaccurate Damage
I have savegame where a snowflake on the turn before combat shows that it will do 10.1 damage from its "Large Laser" which should have killed my ship with structure of 30. Actual combat on the next turn resulted in the snowflake doing 3 turns of 9.9 damage allowing my ship to survive. look...
- Fri May 29, 2020 2:00 am
- Forum: Play-Testing Feedback
- Topic: Trying last version
- Replies: 10
- Views: 6406
Re: Trying last version
So I tried both last stable and last beta, and here are some feedbacks : - Changing the Gas Giant Generator so that it provides only +5 when it's inhabited is a bit frustrating when playing Sly but maybe it's indeed better for game balance ? The gas giant generator is intended to provide a boost to...
- Fri May 29, 2020 12:25 am
- Forum: Other Game Design
- Topic: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
- Replies: 54
- Views: 8867
Re: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
My $.02 as someone who has been playing single player for couple years now; on big maps with lots of AIs and most options set to random; The 2020-05-26 build means a lot slower game vs a build from last month, and for me right now, is not nearly as fun. Turns take just as long for the computer to pr...
- Sat Nov 02, 2019 12:58 am
- Forum: Play-Testing Feedback
- Topic: flak cannon only target fighters?
- Replies: 4
- Views: 2662
Re: flak cannon only target fighters?
ok, thanks for the updates guys.
- Fri Nov 01, 2019 9:15 pm
- Forum: Play-Testing Feedback
- Topic: flak cannon only target fighters?
- Replies: 4
- Views: 2662
flak cannon only target fighters?
Build 10-27
Is it the intended behavior that Flak Cannons will only target fighters and nothing else? If so its not covered in the description for the part.
Is it the intended behavior that Flak Cannons will only target fighters and nothing else? If so its not covered in the description for the part.
- Sat Aug 03, 2019 6:57 am
- Forum: Play-Testing Feedback
- Topic: New Fuel Settings?
- Replies: 45
- Views: 30758