Feedback on the new build
Falkeleid
23 Apr 2016
Nice surprise when the game suddenly updated!
A little gripe on the new ship editor: It feels less clear than before. In order to filter a certain equipment type, I need now an extra click, while I already had a perfectly good overview with the previous version.
Also, there seems to be a bug: I updated my frigate design with mass drivers, but they won´t fire. The frigates also cannot be upgraded and were suddenly upgraded all by themselves. When I lead them into combat, the mass drivers do not fire.
Gamling_JB
23 Apr 2016
Falkeleid
25 Apr 2016
Frequent crashes occur in the ship editor, when re-equipping already filled slots.
Are Silicoids a bit too strong? IMO they procreate a bit too fast, compared to races which need to grow food.
Spygame: Not sure how it works. When can I see active AI spy activity? When can AI "see" your settled planets and send spies, when I intercept every scout? I never know if it is necessary to build DNA scanners e.a. on my backyard planets.
Edited by Falkeleid, 25 April 2016 - 09:30 AM.
rDr_tHc
26 Apr 2016
Big gripe with the ship editor; now constantly CTD.
Also unable to use multiple battle pods on one ship - well, if I want to waste my slots on that why couldn't I?????
When mousing over an item sometimes it shows tooltip, sometimes just partially, sometimes it doesn't. Sometimes the whole editor is just blank. Oh well, awaiting next patch ![]()
Otherwise - having loads of fun ![]()
Falkeleid
27 Apr 2016
Updating ships after new tech is available is still a chore: The default equipment, which the game chooses, is sub-optimal, already manually installed equipment gets partially deleted. It is especially painful when the game offers an update after getting [edited] the battle pods (which btw seem a bit OP), but also converts back from 22 phasors to 14 ion-beams, and fills up the remaining space with 172 point-defense phasors...
Edited by Falkeleid, 28 April 2016 - 08:36 AM.


