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Below I have included a list of issues I have encountered, as well as suggested changes to existing functionality and suggestions for additional functionality as of Build 40.13. I have tried to limit the list to things not already mentioned in other threads.

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BUG: On the Match Setup screen, if you have a full roster of races already present, you cannot change your playable race with the "Select Race" button. The subsequent window will be blank.

BUG: On the Match Setup screen, if you set the number of AI players to zero, then attempt to start a game, then attempt to add an AI player after clicking through the error, the race of the AI player cannot be changed with the "Select Race" button. The subsequent window will be blank.

BUG: On the Match Setup screen, if you select a specific number of AI opponents, then change either the Type or Size of the galaxy, the game reverts back to the default number of AI opponents.

BUG: "Earth" is not capitalized in the Human intro movie.

BUG: In tactical combat, the tooltip for Beam Attack does not display any actual tooltip. Instead, it reads ID_TACTICAL_BEAM_ATTACK

BUG: In the GNN report for "Number of Colonies" the graphic for "Number of Colonies' is too big and runs off the screen.

BUG: When on the ship upgrade screen after researching a new tech, if you have enough ships to need to scroll a list, the ship list will clip through the chart headings for "Ship Model/Production."

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Suggested Change: If a player has multiple space constructors, they should be able to work together to accomplish a build task (i.e. a defense station that normally takes 10 turns to build with one worker should take something like 5-8 if you put two workers on it)

Suggested Change: When successfully invading a planet, your invasion force should not end up garrisoning more marines than the normal planetary maximum. Any excess marines should instead return to your fleet.

Currently, invading a planet will consume all of your transports and success means you garrison the entire force on the planet. This makes it prohibitively difficult to invade a series of planets because you need to rebuild your transports after every invasion.

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Suggested Addition: Allow for a "Random AI" option in the Match Setup screen so we can randomize our opponents.

Suggested Addition: A "Colony Base" feature to build multiple colonies in systems with more than one viable planet. Currently, it would appear that the only way to colonize a world in a system where you already have a colony is to build an entirely new colony ship. That is cost and time prohibitive and very micromanagy. The proposed Colony Base project would be cheaper and faster to build, but would only allow you to colonize a world in the same system as the colony building the project.

Suggested Addition: Allow players to flag planets for colonization directly on the galaxy map. Currently, you may only "flag" planets from an overall list of all explored planets, but this does not give any indication of where that world is on the galaxy map. That necessitates several extra clicks as you need to go into the master list, sort by flagged worlds, and then find that world on the map.
Post edited March 06, 2016 by ctwinchester
I agree to all of the above, especially the troop transports.
Note that you can build new Troop Transports on the just invaded planet.
True, but that is just wasted time and money. Besides, why should a transport that just traveled through hyperspace be useless when it unloads its troops? Cant they just hop back in? It doesnt make any sense.
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Dfie: True, but that is just wasted time and money. Besides, why should a transport that just traveled through hyperspace be useless when it unloads its troops? Cant they just hop back in? It doesnt make any sense.
Pretty much exactly how it worked in MOO2. Transports are one use only.
but in moo2 you could bring an invasion stack of dozens of troop ships with you and just select how many you wanted to commit to any invasion. it'd be very nice if that was how it worked here.. right now it'll use the entire stack regardless of how many you need to commit to be successful.
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NinjaLA: but in moo2 you could bring an invasion stack of dozens of troop ships with you and just select how many you wanted to commit to any invasion. it'd be very nice if that was how it worked here.. right now it'll use the entire stack regardless of how many you need to commit to be successful.
Yeah that's an issue. You need to be able to set the number of troops you're going to land.