thanks guys.
RE-18: I am not saying to save the details. I have no problem with the way that is now. You enter a system, you see all the current plkanet date, other ships present, ect.. When you leave the system, all that info disappears and it looks like an empty system, irregardless of planets already colonized, ect. No need to change that. All I was saying, was under the system name an indication of when I Last viewed it would be nice. The game already shows the system now as explored. Make it show explored on what date. that should not cause an big increase in save file size.
#19, Quote reply:
"Why exactly? There's no reason for a construction yard to require an immobile station, which is what bases are treated as in the game. You could always just add a vehicle with the same stats as a base and the ability to add engines."
I may not be putting a construction yard on one. I may want to design a remote mining platform and be able to send it to a nearby asteroid field. Even if it was prohibited from using warp points would be fine. Or I may want to design a station as a defensive or repair base. With one engine, i could build it at the planet and slowly move it to where I want it placed.. It just makes more sence than building a ship with ship yard abilities so i can go build a ship yard.....
#4 Quote reply:
"That's +2 bonus movement, not +2 movement. Otherwise ships with 6 quantum engines would be running around at speeds of 20+ which is game-breakingly fast."
I understand that, that is not what I am saying. I would not want ships with that many movement points. design a ship, put one bonus movement engine on it. You see it has 3 movement. Add one Ion engine and that drops to two movement. You lose the bonus movement when mixing engines. All I was saying, was allow the mixing of engines without being penalized.
#14 Quote reply:
"For offers, that's far too much intelligence information to give someone for no effort."
How so? if both of us have Rock colonization, there is no reason to have it show on the tech list when offering a trade. Likewise, if I have rock colonization, there is no need for it to be on the tech list for the "request" side. I can understand you point regarding the offer side, knowing what you have that they don't could be construed as undue intel. But there is NO reason to be able to request a tech I already have. all that does is clutter the list.
thrilled to know #15 is in the full Version. At least in part. That don't work in the demo.
back to my search for info. can't find what I need regarding captured ships. (I captured one, that has organic weaponry. Now what do I do with it? retrofit command only brings up a list of my designs. How do I change the cheap engines, and retain the weapons. AND/OR I would like to learn those organic component abilities, but that don't seem possible in the demo, or I am missing something)