One more bug now:
If I select fleet, then move map -- fleet is deselected if I choose to deselect it with single-click -- that's not right. Make move map with mouse and deselect fleet with single-click separate actions.
I don't think "return to planet" button make much sense. You can follow MOO style and add radius to planets in which you can give fleets commands. Though that's a bit harder. :) Also, there's option on splitting fleets on any location or planet where you can give em commands that is needed. :D
No. I mean following: A fleet is flying over planet. If I land all fleet, but leave one colony ship and send it to another planet -- all the experience is lost. If I land colony ship first -- I need to send out the rest of fleet to another planet to sent colony ship anywhere. Plus I can't return flying ship while it moves. So I can't escape with colony ship without loosing experience in case if planet is under constant attacks. So if I could choose 1 colony ship from flying fleet and separate it sending to another planet I keep experience and split fleet.
Regarding fleets: no need for outpusts or commanders, I thought just of something easy. Just add merging fleets with keeping some exp (bigger or avg) and add possibility to split fleets (to get single colony ship out of big mass). That wouldn't take too much innovations and balancing, but probably simplify controls.
u mean splitting a fleet while its moving? cause you can already split docked fleets if the planet is yours. PS, the outpost are definitely going in, it opens up trade, selling resources (or buying), selling and buying ships, aside from being a waypoint for weaker engines.
Ok. Some more: 7) add info on how atk/def works for each ship or fleet 8) add option of merging fleets with no exp loss or getting avg exp across ships for example or better, let create somthing like commander that holds exp that is lost only if fleet is lost in battle.
oooo0000ooo.... what if you can hire commanders, they have special skills and attributes. this will go perfect with the new 'outposts'. outposts will be like planets, but you cant own them. but when a fleet visits, you get a special menu like planets. this is where trade occurs, buying and selling resources for credits. hire mercenary pirates to attack enemy planets, buy technology (all planets) and even a casino :). but hiring a fleet commander fits perfect there. cost / level basis.
Some suggestions:
1) Add build scheduling from info window 2) Add auto-building for ships 3) if we can't move fleet to random position, make selection reset on single-click on free space 4) if I land all ships to planet, then send them to space again, they loose experience, that's annoing, espescially if I have one colony ship in about 1000 of other ships, fix it. 6) Add better info: can bombers fight fighters? can Frigate fight fighters? which is better: 10 fighters of 1 frigate?, etc. ----- I guess that after these updates I will be able to give 5/5 after some playing.
on it! im working on the automatic deployment atm :)
i will include the info in the instructions, but for now... so everyone knows. colony, frigates and repair do no damage in combat. the rest work like this
1000 probes = 1 battleship in strength. now that doesn't mean the battle ship will win. it means they are equal when the dice rolls. so 500 probes are at a 2/1 disadvantage. weaker ships always protect the stronger ships, so having a slew of little guys protects the longer build, stronger capital ships.
i think i got the auto-build figured out.it will cycle thru the objects you select to be 'managed' building each one, then looping... until you turn it off. manual builds will take priority.
BTW, would be good if you add some meaning to EXP, or rename it to score. In that case -- add some upper boundary to that one (soft one, not hardcoded)
Regarding autobuild:
You can add queues to building/research, and infinite/+5/+10/+100 to unit building. Same for launching units :) And this may work like: once you get enough resources for item, it is built. Pre-made queues can also be good. That may be good for beginning, later you can add some smarter things.
definitely adding the build queue , and launch queue , just like the cargo queue . what i'm trying to figure out is this. if you have say auto build on probes and scouts, every time u have the resources for a probe, it will build, thus preventing the scout from ever building. i'm working on it though, i think i have an idea i'm gonna try.
Check the issue with save games:
1) start game with one race, one char name
2) win one game, get one medal
3) exit to main menu
4) create new char on another save slot with another race and another name
5) New char has 3rd level and one medal
..................... 6) win one more game with second char 7) second char has 2 medals, 3rd lvl, first char has 1 medal, 3rd lvl
Sorry if that sounds that bad :( But that crap usually gets 1*, something you can play, but hard and with bugs 2*, something you can spend an hour or two+ playing 3*, good to get back again and again 4*, some outstanding -- 5*. Nothing personal. I've seen that you were making changes whole day, but it's just what it is. Some modifications to interface (for example just one-click on empty space where your ships still can't fly deselects ships) and this will be 3-4* for sure. ;) I'll get back to this game again.
ahhh, okay. so we need no more loss of fleet lvls, and a return to planet button on fleets.