I've now got 2 "null errors" when trying to post with opera and am using IE now. So if despite saying "null error" the previous posts made it and there are now 3 in a row then feel free to delete 2 of them :) Heres the actual bug report. I noticed this bug in 1.2 (first beta) and assumed that it would be fixed and stopped playing. I since then downloaded the newest version and noticed it still isnt fixed. Here is how i spotted it. I was at war with race A and rac
Hkelukka
Me too, thats what i find so darn annoying, that right now it is impossible to, for example, make a Voyager type mod where you travel from one end of the galaxy to another and go through different events trying to survive and so forth, not that i would make such but just an example. And it limits trade areas and so forth. I also find the 15 sensor range too little. Hard coded is always hardcoded but since they have the code thy ahve the possiblity of fixing it IF they want to, its another matter
So no explanation or clarification? Just one undocumented feature that makes it impossible to make such things like deep space exploration without starbases even with full supplyrange. And the "corners" galaxies on the hugest galaxy a little strange as you cant do trade routes with the rest of the galaxy without starbases even with full supply range?
While we are at it, why not get some words on hard-capped sensor range that is not documented anywhere, and hard capped travel distance that is also not documented anywhere. Both are not dependant on the amount of corresponding modules on your ships. And the fact that in the latest beta when you trade away ships you'll still be able to see the sensor area from their last known position forever. And the fact that upgrading ships that have taken damage sometimes renders the ships HP in
The moving starsystems was inspired by a bit of a late night drooling and brains not really working all that well in a game of this scale the effect would be so small that it can be ignored just as well However, should nebulas be added then for them to randomly expand and constrict on the few squares adjacent to
I'll keep posting new ideas as i come across them, i'll try to stick with ideas that yet to be mentioned anywhere so i wont ask for carriers or tactical combat. Huge event trees that are connected and dependant on what you do and integrate well with opponent behavior. For example. You come across a planet that has some semi intelligent bugs that are very good at working manual labor and it asks what do you wish to do with them. What ever you answer will be stored in the save game and
I have upgraded to the latest model. I'm a pro at bug reporting so naturally all my reports come with the latest version available. And it hasnt been fixed as far as i can tell
No problem mate. Pitäähän sitä nyt auttaa miestä mäjessä
Well whadayaknow, another finn on the forums *laughs* https://support.ati.com/ics/support/default.asp?deptID=894&task=knowledge&questionID=640 Download the top 2 files in the high-speed (cable/dsl) options and you should be set. Ofcourse installing them is required but not you atleast found
I've noticed that when i had an scout on auto-explore and it got killed by an drengin ship the last known position of the scout had sensor sphere around it as if the ship was still there even tho the ship itself was long dead. This remained and persisted despite reloads and reboots and dozens of turns. This really kills the game for me as i can now see all the ship movement that the enemy makes on their way to my border and thus i can plan accordingly.
When i had a ship that was of the same hull size and it had taken some damage and i upgraded it to a later model of the same ship the HP went into the negative on the ship that i was upgrading but it stayed alive because it was in a fleet. But when i dispersed that fleet the ship suddenly vanished in the middle of the upgrade. I have no idea why this happened but it obviously did. So, if you have 10 ships in a fleet of X MK1 and one of them has 1 hp left and you upgrade them to X MK2.
Thats what i meant to say. There is a hardcoded cap into the distance one can travel even if the ship is filled with life support. It applies to all ships as far as i can see. It is a tad bit strange that i can supposedly build ships that can go beyond that hardcoded limit by adding enough lfie support to them but in reality the area they can travel is limited by some hardcoding. This is noticable in giganttic maps as the area i can travel is a square when filled with supply units instead of a s
Bump. Anyone able to explain this?
Come now, space is boring? Or empty? Now now, where did you get that idea. Sure our near space is fairly empty and fairly boring, but that is down to pure luck. There are vast amounts of nebulas in our galaxy alone. Not to mention some different galaxies. And warp drive warps space. Not "jumps into another dimension" So anything that you run across in space will actually be there for real. So running through a nebula on warp speed would. As best i can understand atleast, be the same as running t
just noticed i have an older version of IE so that explains that then. But i would have to get a new IE which i dont like due to the security issues and opera dosnt work either. So... no metaverse for me?
Just thought i should mention that i was unable to create a charachter in metaverse when i used my Opera browser but it worked well when using IE. It got stuck in "proccessing data" and nothing happened and it went unresponsive. Yet IE worked like a charm. I would heartily recommend fixing this as it is quite annoying Or conversly, tell me how to get it working on opera <img src="smiles/Tongue.gif" border=0 ALIGN
It seems there is a hardcoded limit on how far ships, or atleast, how far my freighter mark 3 with 14 sectors supply range can travel. It seems that it is limited to half of that or so. I know this because i upgraded it to a later model just to make sure and the range which it can travel didnt change one bit (and yes, i did it properly with the life support and not the engines upgrading) So is there a hardcoded limit on how far freighters can travel. And if so, could you remove it a
You misunderstand me, i'm advocating that you can, just that it probably wont be your first line of defence. In closing, i would recommend that all starbases attack hostile units that come in any of the 8 squares that connect to them. And that military starbases attack any unit that comes within 2-3 squares. Ability ofcourse, would be dependant on being turned "on" in starbase options so as not to use the lightly defended prime target as the first line of defence if there is a huge m
to quote sensors IV or such "Now we can almost see what is happening at that one persons house on the other side of the galaxy" or something along those lines. It is true that the starbases should have a projected area effect on ships in combat outside of its potential fighting range (shield increases and so forth). But it should have a shorter area where it can activly defend as right now with 4 starbases per "solar system" there is no way to protect even a single planet with starba
Duh, dont i know that No need to get patronizing i am aware of how hard it is to program. I should have put easy in quotes because of the realtive ease most of these suggestions as opposed to say, tactical combat. Which, i dont actually support. Atleast not in the "ship to ship" sense. Sure, more options and a real time combat but no individual ship control please.
Military starbases have cannons that increase the attack power of ships that fight within its influence, so it is safe to assume that those ships are somehow effected in real time by the starbase as opposed to a overall effect which would be things like shields that are projected always and the shield in the combat left the starbase a few years ago. But that is also moot as the timeunit of the game is a week and light or anything else can only travel a fairly short distance by interstellar measu
I dont make suggestions that are easy to mod or easy for the AI to use. I make suggestions that would make the game alot more interesting Perhapse they will be in galvic 3 perhapse not but they are things that i find could or should be int he game <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif" bor
Now, i've finished the campaign which was interesting but lacked cohesion. Each mission starts with ships that you cant build and techlevel at almost 0 even tho the "time" goes forward. I would have made it so that the later missions already have an increased tech-level for the player instead of having to research "Xeno Research" on every single mission. But thats besides the point, the recommendations i have are mostly for the single player game. More events, and make
And since when is there nontradeable-nonstealable technology in B5, humans got the destroyers that had shadow tech and the whitestar is minbari-vorlon tech True there should be a option to make something non-tradeable but B5 certainly isnt a example of something being non-tradeable
And you did release a patch that fixed this problem.. holy... Bleep... Best darn customer service i've ever had response/patch time of around 24 hours. You guys oughta be proud