Search found 140 matches

by Scara
Mon Feb 15, 2016 9:07 pm
Forum: Play-Testing Feedback
Topic: UI config
Replies: 5
Views: 381

Re: UI config

I think to close the map's pedia when the production screen is opened would be the desired behaviour, or would it not? No, not the way I use the UI... I think the previous behaviour was that the production window closed when you called up the pedia, which I usually found annoying. Yeah, that was a ...
by Scara
Sun Feb 14, 2016 5:38 pm
Forum: Play-Testing Feedback
Topic: UI config
Replies: 5
Views: 381

UI config

Hello, I have a question about the UI. You start out in the fleeting view with the sitrep, pedia and the fleet control to the left. I first of all pull sitrep, pedia and the fleet control completely to the left side and adjust them to fit. Now if you switch to the production section a second pedia p...
by Scara
Tue Feb 09, 2016 11:22 pm
Forum: Play-Testing Feedback
Topic: Organic growth buildings
Replies: 3
Views: 278

Re: Organic growth buildings

it's possible we ought to gate all shipyards to check for population but we currently don't and it's never bothered me much. It doesn't actually bother me either, just though it maybe something unexpected. I keep getting sidetracked into New!Shiny!Features... Thanks for the work you're all spending...
by Scara
Tue Feb 09, 2016 1:25 am
Forum: Play-Testing Feedback
Topic: Organic growth buildings
Replies: 3
Views: 278

Organic growth buildings

Hello! The game is back on running very nice again! As playing more often with organic shipdesigns there where two things that fell in my eye. 1. On a planet that was in depopulation process I was building the xenocood. and growthcam. When the planet was completely depopulated, the building of the N...
by Scara
Sun Feb 07, 2016 8:57 pm
Forum: Other Game Design
Topic: Suggestion: Better Objects view
Replies: 16
Views: 1861

Re: Suggestion: Better Objects view

It's already there. Just click the "Filters" button (botton left of the Objects view) and you will get this Wow, okay, haven't used the object view for nothing else as planets yet. It's cool! You can even mix planets, building and ships! Well, the output is a bit strange, but the basic structure is...
by Scara
Sun Feb 07, 2016 5:07 am
Forum: Play-Testing Feedback
Topic: Weapon Tier Update
Replies: 12
Views: 934

Re: Weapon Tier Update

What actually should be required that ships weapons get updated? Supplyline connection, populated Planet or even a drydock?
As the Weapontier update was introduced it seemed like a Supplyline connection to the ship was required.
by Scara
Sun Feb 07, 2016 4:52 am
Forum: Play-Testing Feedback
Topic: Weapon Tier Update
Replies: 12
Views: 934

Re: Weapon Tier Update

I updated to build.0731e53 and loaded the save game from build 5f8c27f. First the ships had their old tier damages. Now they did updated, but not at once. I couldn't exactly tell if it was one ship updated per turn, but that would fit about the ships that needed update... The sceeny was in turn 85, ...
by Scara
Sun Feb 07, 2016 3:24 am
Forum: Other Game Design
Topic: Suggestion: Better Objects view
Replies: 16
Views: 1861

Re: Suggestion: Better Objects view

Hey, I wouldn't touch the object view, it's great as it is and I think it'll get a bit crowded integrating fleets inside. The suggestion of saving different views of the objects is a nice idea to implement some time. I would rather take the UI of the Objects view, clone it, call it Fleets and popula...
by Scara
Sun Feb 07, 2016 1:33 am
Forum: Play-Testing Feedback
Topic: Weapon Tier Update
Replies: 12
Views: 934

Re: Weapon Tier Update

Hey,

same build 5f8c27f. Tried loading the savegame, but the ships still haven't updated their weapons.
Looks like this:
wtu.png
wtu.png (444.42 KiB) Viewed 887 times
I can offer the savegame...
by Scara
Sat Feb 06, 2016 7:53 pm
Forum: Play-Testing Feedback
Topic: Derelict Scout
Replies: 5
Views: 379

Re: Derelict Scout

by Scara
Sat Feb 06, 2016 7:31 pm
Forum: Play-Testing Feedback
Topic: Derelict Scout
Replies: 5
Views: 379

Re: Derelict Scout

Hey,

yeah I will, but I haven't done this before.
Just make a Account at github to log in and then put my post in there with the png, at the freeorion project issue section, is that right?
by Scara
Sat Feb 06, 2016 2:39 pm
Forum: Play-Testing Feedback
Topic: Outpost ships vs colony ships
Replies: 40
Views: 4827

Re: Outpost ships vs colony ships

Another idea I had was offering a mixed species colony ship at some point in the research tree maybe connected to trans-organic sentience. I think of some sort of alien hippy party ship with lots of intelligent food and drinks, making optimized use of the available room, in respect to the ecological...
by Scara
Sat Feb 06, 2016 2:00 pm
Forum: Play-Testing Feedback
Topic: Outpost ships vs colony ships
Replies: 40
Views: 4827

Re: Outpost ships vs colony ships

Hi, I actually like to have the choice about using Outpost or Colony ships, although I use Outpost ships most of the time. In earlier times I as well had problems of mixing up destinations... As starting condition I like the colony ship, as it increases the colonising reach. If you have lots of fitt...
by Scara
Sat Feb 06, 2016 12:28 pm
Forum: Play-Testing Feedback
Topic: Weapon Tier Update
Replies: 12
Views: 934

Weapon Tier Update

Hi! Playing build.5f8c27f. I noticed changes in the weapon tier update on ships, upon researching new tiers. First they seemed to be update when connected to a supplyline. It certainly did. This game it seems I have the problem of them not updating, even having the ships parked on an orbital drydock...