Feedback on 1.65- Bugs, Improvement requests, and needed features

Frogboy and Team -

 

V 1.65 is looking good.   I like the graphic and tile enhancements especially.

Some key bugs still in game

 

Key bugs

 

·         Minot brotherhood leaders can't seem to be upgraded with harmony crystals - it consumes the crystal but their rating stays the same.

 

·         Battleships need to have way more “space” than cruisers.  Right now I can put the same number of weapons and tech in a battleship as in a cruiser.  Recommend 2.5 times

 

·         Carriers need their own class – they can carrier “fighters” with their space like other ship components,  plus weapons

 

·         Base level on planet districts isn’t always available even when you have the tech discovered.  Its inconsistent.

 

·         Star bases are still too easily destroyed – Again a fully upgraded star bases with all tech upgrades should not be destroyed by a single cruiser

 

·          

 

 

 

New Tech –

 

·         Need a research option to reduce pollution – perhaps like green tech factories

 

·         Need to have fighter tech for carriers and star bases

 

·         Need to have a tech for like “flak cannons" as an anti fighter defense and anti bomber.  this can be put on star bases and star ships.

 

·         Need to be able to spawn point other than your own home system for the control edit draft colonist.  In the late game this is almost useless.

 

·         Battleships, carriers, and dreadnoughts need to happen earlier in the tech tree – I almost always win the game before any race has battleships or dreadnoughts.

 

·         cannons” and other anti-fighter tech

 

 

Quality of life

 

·         Need a repeat build flag for certain products you build in shipyards and planets.  Having to constantly build long queues gets old

 

·         Need to have a self-designated rally point for the control edict draft colonist.  this is almost useless in the late game. 

 

Thanks and keep up the good work.

22,696 views 5 replies
Reply #1 Top

Ok to recap:

Gameplay:

  • Minot brotherhood leaders cannot be upgraded with harmony crystals; consuming the crystal does not change their rating.
  • Battleships should have 2.5 times more space than cruisers, allowing for more weapons and tech.
  • Carriers should be given their own class with capabilities to carry "fighters" and other ship components, in addition to weapons.
  • Base level on planet districts isn't consistently available despite having discovered the necessary tech.
  • Upgraded star bases are too vulnerable and can be destroyed by a single cruiser.

Tech

  • Research option needed to reduce pollution, possibly with green tech factories.
  • Fighter tech should be available for carriers and star bases.
  • Tech should be developed for "flak cannons" as an anti-fighter and anti-bomber defense, deployable on star bases and starships.
  • Spawn points for the control edit draft colonist should be allowed outside of the home system, especially in the late game.
  • Battleships, carriers, and dreadnoughts should be available earlier in the tech tree; currently, most games end before any race has these units.

Quality of Life:

  • Repeat build flag should be available for certain products in shipyards and planets to avoid long building queues.
  • Self-designated rally point for the control edict draft colonist should be provided to increase utility in the late game.

 

Some of this I need a bit more info on.  Like, the base level on planet districts? Which ones?

I'll take a look at the rest.

Reply #2 Top


Frogboy and Team -


V 1.65 is looking good.   I like the graphic and tile enhancements especially.

Some key bugs still in game
 

New Tech –
·         Need to be able to spawn point other than your own home system for the control edit draft colonist.  In the late game this is almost useless.
 

Quality of life

·         Need to have a self-designated rally point for the control edict draft colonist.  this is almost useless in the late game. 
 
Thanks and keep up the good work.

T   Agree with this.  Have had the same thought many times.  Very frustrating to get a colonist, but the planet you want to send them to is 20-30 turns away.  I do think that you should still have to pick a core world though for the new spawn point.

 

 

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Reply #3 Top

ok - the bug on the planet districts seems to be all types of districts.  I noticed this in the mid game when I started getting upgrades to manufacturing like Xeno factories.   I would think that if you get the research tech upgrade , you should be able to upgrade all your manufacturing districts base level (as long as at least 1 factory tile for example).  What I observed is that while I could upgrade several planets (as expected) occasionally I would notice I would not be able to upgrade a planet.  Can't seem to understand why.   Hard to find the trigger for this bug, but this does happen in many of my games I play.

Is there any logic why you would not be able your basic district ( I do notice when you mouse over it tells what tech  you need)

 

Reply #4 Top

Each time i try to stack ships togehter, the game suddenly dies. :-)

Reply #5 Top

I agree, for the number of resources it takes to build a Starbase, they are way too easy to kill.

 

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