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AMF said:
One side-effect of having hex contents obscured until you come within sensor range of them, is that a colonizer (or any ship) will bypass a good planet because you give it orders before you know what is in the region of space. A rational ships captain of a colonizer, for example, is out to find a good planet, and make a colony on it. Unfortunately, since you give it movement orders and only after it has moved all turn do you discover what it passed by can you colonize things. It would be logical to have a -colonize best planet- option that it enacts when it has movement orders. This probably isnt possible given the current movement mechanics, but it would be a big improvement.
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I'd argue that you should send Explorer ships to survey systems (very useful button IMO) before you send in colony ships. I don't even include sensors on my colony ships.
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AMF said:
In the tech research window, its hard to grasp that an advance in tech is often really just an advance in the level of an existent tech. Tech level pictures should have a number displayed that indicates the level I am about to achieve, rather than just the type. If I am researching projectile weapons, and the advances I expect to get are DUCs, then Im confused, because, goldarnit, I already have DUCs, why am I spending money on getting them again? If I research industry apparently Im going to get space port, but dont I already have them? See what I mean? Its confusing for newbies, I fear.
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The way I look at it, your scientists may have a general idea of what areas/equipment will be improved, but not the specifics. You make a good point about confusing newbies though.
And your comments about the ship/unit design screen are spot-on. Defintely not user-friendly.
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wilhil said:
some times attacking a ship can last for ages but when I was in the middle of attacking a planet, it just stoped
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Yes! I had that same problem! You can compare notes with my experience here:
http://www.shrapnelcommunity.com/thr...t=1#Post446044