jvdouglass

jvdouglass

Joined Member # 3744169
0 Posts 0 Replies 168 Reputation

My list of small (in concept at least) QoL additions. * Larger #s in the ship path display, almost have to zoom in to read them most of the time. * Fleet box Current/Max Moves for fleet (or slowest ship in fleet) Manage Button (there when stacked ships, but would make splitting fleets easier if it was there all the time) * A shaded area or outline of the area in which a ship could move this turn (ideally

3 Replies 5,749 Views

Any chance on fixing the auto-idle problems with this? (Automatically-Idle prevents constructor from being ordered from the shipyard, basically functioning like shutdown did)

4 Replies 5,819 Views

If a starbase request a constructor from far enough away. The autopilot doesn't work, and the constructor just sits there (and requeues another one). Seems to be related to the can't set a course longer than 500(?) hexes issue. Playing on an Insane map, scattered, (highly) reduced star count. I only have 11 shipyards, so it doesn't have alot of options to pull from. If there isn't a max range on the call constructor, their

74 Replies 199,357 Views

When constructors upgrage (Deep Root M1 -> M2) the constructor assigned in Sponsor Settings defaults back to basic. Please have it set to the new model. Or have a master assign option someplace (Govern>Commands would work)

74 Replies 199,357 Views

Sentry: Wake up on any foreign construct (ship/base) in sensor range. Guard: Wake up on any enemy ship in sensor range (at the end of the turn), so they may be engaged before waking up. Can be a little wonky with new ships from shipyards. Doing either with an trigger in range just wakes up immediately.

13 Replies 7,162 Views

More ideas for carrier balance * carriers only gain/replace fighters when leaving a shipyard/planet/military starbase, instead of "repairing" each turn * carrier fighters are locked at carrier creation (no free upgrades), upgrading the carrier would upgrade the fighters (with the cost for the fighters included) * fighters damaged in combat follow the repair rules for the carrier they are on. no instant repairs each turn. * Carrier modules should

71 Replies 231,871 Views

Either remove the unique from Biosphere Manipulator, or confirm it's WAD (and hosed). From what i recall one of the perks of the alteran tree was access to better teraforming early, as it is they get the shaft.

0 Replies 7,719 Views