
Idle_Scholar
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Everything posted by Idle_Scholar
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Cheers for the update. Just give us a shout when you want to start going again.
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One final question, did you ever take the range of the PT down? edit: And the games stuck on end turn
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Hmm, we've been stuck on turn 1417 for a while now Speaking for myself I'm getting to the point now where any meaningfull upgrade to my resources involves building hundreds of structures.As you can imagine entering the contract details for every single structure is getting to be a bit of a chore. Ideally you would be able to get a quick quote or something which assumes full resources and builds it in one turn. Even more ideally would be the ability to build multiple buildings at once, like you can with ships. If you have can have them appear in a grid (with the user specifying the parameters) it would massively reduce the time spent building and allow much more time for decision making. edit: Running again now, cheers Mark. Do you want us to post in future when it goes down/pauses for a while? edit no2: Is there any way to move orbital installations? I built a load of missile launchers a while back and had to supply them individually with weapons cargo to arm them. Is there any way supplies can be supplied to a group rather than individually. Otherwise it's way too much micro to resupply more than a few of these things. Could there be some sort of indicator when a ship has its gravwells on? How do gravwells work? I think I've got my CC7700 on, but I've had a pair of NebB2's jumping in and out without being slowed down (as if there was no field there). Does it only affect enemy or neutral units, and does it exit ships from hyperspace at the boundary or just stop them leaving? The leave atmosphere order is never being completed, so orders after on the list never execute. There's a null pointer somewhere (yeah I know how helpfull that is.). I've tried to work out what causes it but haven't managed so far. It doesn't seem to break the game though which is why I haven't worked out why it happens.
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Is he in a fleet? Units won't process orders unless they are part of a fleet.
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The games been hanging in end turn mode for a little while now.
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All 'large capital ships' appear to be assigned the same place in a formation edit: My smallcraft seem to be being built with fuel, maybe because I have enough propulsion lying around or something. Or maybe because I'm building them at a vehicle plant.
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The 'Gravwell's on' order doesn't work. As in it won't actually add as an order, even though it shows up in the list you can't select it.
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Well you can get an idea of the resources from the cost. The shipyard is about 13M so compare it to the resources needed to build the World Devestator (16M).
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Try and keep track of your resources, see if it's actually using anything
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That's exactly the issue. I'm guessing it's only supposed to be able to build 10 units per turn.
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The vehicle assembly plant will build 10 units per order per turn, so if you place 100 orders of 10 ships it'll build 1000 ships in a turn.
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As far as I can tell only myself and Eldanesh87. Thing is for the first two weeks of the econ testing it was barely playable so everyone left.
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I think your problem is the bat file. You need to go to tools in the top menue of the folder (along form file, edit, view etc). You then need to select folder options in the drop down menue that appears. A option box should appear titled 'folder options' and with several tabs. Click on the one that says view. In the middle of the box should be a smaller box filled with checkable options and a scroll bar. Find the opotion that says 'Hide extensions of known file types' and uncheck it (click untill there's no green arrow next to it). Click Apply, then OK. The Galsim .bat file should now appear as galsim.bat.txt Delete the .txt at the end and enjoy. Sorry if thats all a bit condescending but I hope it helps. Also, when you do get in be aware that it takes a good week of playing before you can actually build any ships, but after that you swiftly move from your first Corellian Corvette to ISD's.
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Heh, there's going to be a clash of titans before very long I think...
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I think whats ideally needed is some code that extracts the resources needed from any unit in the fleet and subfleet.
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Have you purchased transportation rights? You need them to auto transfer over large distances. You can also set the transfer cargo order to repeat and have it execute every turn.
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Well apart from me I know there's one other. The problem is three fold. 1) It's quite slow. Even if you invest wisely and put in as much time as needed it'll still take a week or two before you have an economy capable of building a depot 2) There's too high an entry requirement for the fun bits (i.e. fighting). You have to build a depot which takes ages and then you can get capital ships. The vehicle assembly plant is useless by itself seeing as you need to re-arm and re-fuel all the ships it can produce. 3)There's way too much micromanagement. Every time you have to build something you need to enter all the ammounts by hand. Seeing as you need to build hundreds of structures to get a functioning economy that can produce medium to large capital ships this is probably what's putting a lot of people off. What I'd suggest is you implement a defult setting or a button in the contract builder that automatically uses your resources to build the thing and hires enough work teams for it to be completed in under 10 cycles. The other thing is to either give everyone a depot and a modest income (say 1000 per turn) or invent a cheaper depot that can handle small capital ships (as defined by that chaps ship chart).
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Can there be a 'null formation', where the ships positions are set to wherever they happen to be at the end of the cycle? At the moment you either have to set each group you want to move independently into a separate fleet with no hierarchy or put up with them bouncing back to their parent fleet formation at the end of any orders. For example I'd like to have Byss Sector - Defence Fleet - Scout Fleet - Ground Installations And not have scouts constantly returning to the defence fleet hovering over the ground installations. Also it seems that orders after "Exit Atmosphere" don't execute.
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Can I have the ability to buy and sell to other players? As far as I can tell I'm further along in my economy than most and it'd help stimulate interest in the game if I could start supplying others with ships.
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The depot got built, but I then ordered a CC7700 and its not turned up. The resources have been used but no new unit edit: I've now tried to build a CPC, but it tell's me that no depot is present.
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I can't seem to get my Depot built. I have all the resources and the money but each time it gives me the 'could not locate resources' blurb under the order.
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The contract goods order appears to be rather broken.
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The server seems to be going down on a daily basis, generally from about 1-2 pm messageboard time.
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edit: the second 'bug' might well be due to the planet having no metal
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A few more bugs: Ships have two copies of enter orbit in their fleet orders menue The trade screen can't handle buying and selling in the same transaction. It only gives one cost and then executes one action. In my case I sold orea and bought metal, but it only sold the ore.