It can be a pain to move all those troops. I usually have one or two troop depots that only produce high caliber troops. I also have 1 or 2 transport ship fleets on hotkeys 9 and 0 to keep track fo their progress in loading, unloading, etc. What would be nice is a shuttle troops command to set up automatic movement between the troops depots (usually deep in home territory) and frontline worlds.
Here is the full list:
Full Change List for 1.9.0.5 from 1.9.0.4:
CRASH FIXES
BUG FIXES
- fixed bug where pirate colonies sometimes showed up twice in Colonies Screen
SMUGGLING AND FREIGHTERS
- improved willingness of pirate freighters to fulfill smuggling missions
- smuggling missions properly expire when resource requirements fulfilled at colony
- slightly lowered number of freighters that AI builds
DEFEND MISSIONS
- increased prices for pirate defend missions
- an empire will assign a maximum of 3 pirate defend missions per system
- raids on a colony that is being protected in a pirate defend mission do not fail the mission unless that raid is successful
PIRATES
- normal planetary empires more willing to form protection agreements with pirate factions, especially when pirates are stronger than them
- pirate protection agreement costs better matched to empire cashflow (i.e. ability to pay)
- pirate factions now better handle tourism, resort bases and passenger ships
- pirates cannot build bases at colonies of other empires (e.g. spaceports)
RAIDS AND INVASIONS
- raids on a colony now inflict less casualties on population at the colony
- troops defending a colony during an invasion regenerate health/readiness at half usual speed, new troops also recruited at half-speed. This makes colony invasions easier to achieve
BOARDING AND CAPTURE
- captured bases at colonies of other empires will now self-destruct
- fighters now better at handling boarding and capture missions
SHIP DESIGNS
- improved function of ‘Auto Upgrade’ button in Designs screen - now properly preserves weapon types (e.g. phasers, rail guns)
- can now alter ‘Auto Retrofit’ dropdown setting for Mining Stations in Design Detail screen
OTHER
- tractor beams now push creatures away when they are attacking a ship
- further improved performance, especially in large games
So uh, how long is the latest expansion on sale? I’ve decided to get it for myself as a father’s day present, but I want to wait until the end of the week.
ah, plenty of time. thanks!
Kelan
1886
I am still mostly going strong in my new Shadows game (classic start, though). I believe I am up to the 25th-27th year or so and have been having encounters with the Silver Mist. Those things sure are destructive. They wiped out one of my colonies and any ships nearby.
It said something about needing Ion Cannons to counter them when they appeared so I traded with an ally that had the tech researched and started cranking out some custom designed Ion Cannon military ships. I have never designed a ship before so I just copied the latest design and made a new Mk2 version with Ion Cannons as weapons. At first I sent only a couple cruisers at a time and they were not so effective. They got eaten up before they could hardly hurt the Mist, but they were hurting it. Next I made a fleet of 9-10 total ships with frigates and destroyers and was able to finally hold the area around that planet where my population and colony were eaten. I think I have fought off and killed maybe 4 mists or so and am wondering if I have them cleaned out. Can you clean them out permanently, or at least temporarily in a game if you kill all of the mists in the area? I am wondering if it is safe to try settling again in the area.
Scotten
1887
In Legends, fighters were very effective against the Silvermist. They were horribly destructive, but then I think they got nerfed in a patch – maybe because the AI empires couldn’t deal with them, which led to huge SM infections.
The best way to find out if you’ve killed them all is to settle a colony and see if it survives :-)
Kelan
1888
Haha, I figured that. I will set the bait… err colonize in safety when I get home ;).
I have had trouble wrapping my head around the complexity of construction, specifically: trying to remember what can be built on any of three locations at which construction can take place (colonies, space ports and construction ships). So I made myself a chart to remember all this, and I share it here if anyone else has the same problem:
If I remember correctly you can build ships on bases that are not spaceports if you place construction bays on them. They aren’t as efficient as ports because all the resources needed to build needs to be brought to the base. The only time I do this is when I have a lot of mining bases in a isolated areas that are a long ways away from the main part of my empire.
Seppey
1891
That is a mighty fine chart you made. Thanks.
Very nice chart!
One thing to note (shown on that chart): remember that space ports build civilian ships too. That means that if the port receives a large civilian ship order (like when you settle a new world, or build a new space port somewhere), and you queue up a military ship order… then it might take awhile before the military ships finally hit space.
You can, however, go into the queue for the space port and move the military ships to the top of the queue. If you get attacked by some other empire and realize your navy needs expansion, you might need to help the process a little.
I didn’t realize that. But I’ll probably leave it off the chart so as not to complicate it too much more. Thanks.
What tool did you use to make that chart, tylertoo?
I am using the freeware but abandoned Cayra mind mapping software. This is a link to a download site only. The devs gave up on this a few years ago. Its a shame.
I am revising the chart based on feedback received here and at the DW forum and will post the new one soon.
FYI, v1.9.0.6 is now available:
Full Change List for 1.9.0.6 from 1.9.0.5:
CRASH FIXES
BUG FIXES
- fixed bug where some pirate games would often ‘stall’ on some hardware configurations
- fixed bug where pirate relations would sometimes get mixed up
- corrected bug where pirates were offering negative pirate protection amount when normal empire cashflow was negative
- fixed bug where pirates could not manually change tax rate at colonies where they build Criminal Network
- fixed bug where pirate colonizing planet where already have spaceport would cause spaceport to be removed
- fixed bug where a pirate faction raiding a colony where they already have a pirate base or fortress resulted in them battling against their own troops who defend the base
- fixed bug where galactic storms would often get ‘lost’ when reload game
WEAPONS AND ARMOR
- fixed Ion Pulse weapons to properly disable weapons and engines
- fixed bug where normal components were getting damaged before Armor was completely destroyed
RETROFITTING
- when retrofitting damaged ships or bases, damaged components are now first repaired
- Troop loadouts for ships are now reviewed when the ships is retrofitted to a new design
- pirate construction ships no longer retrofit or repair at controlled (but unowned) colonies
- fleets will no longer go to retrofit when no ships in the fleet have newer designs available
SHIP DESIGN
- AI ship design process no longer creates unbuildable new designs (too large) for a ship subrole when there is an existing buildable design for the same subrole
USER INTERFACE
- added some filters at the top of the Pirate Missions panel in the Empire Navigation Tool at screen left: attack/defense/smuggling mission types, accepted/open missions
- fixed Design Detail screen warnings panel so that text wraps and scrolls
- increased text size in Research screen
GAME SETUP
- altered “Random” proximity setting in Game Startup to distribute starting empires EVENLY across the galaxy
- now exclude space creature appearance Shadows events if space creatures are completely disabled in game setup
CHARACTERS
- characters no longer have skill increases until skills and traits are revealed
- fixed bug where Demoralizing and Inspiring character traits were sometimes not working
OTHER
- pirate and diplomatic offers now ensure that offered empire has excess money to purchase (not just enough)
- weak pirate factions (no spaceport, weak military, negative cash and cashflow) now join stronger nearby pirate factions
- added new Engagement Stance settings for manually controlled ships and fleets (Game Options > Empire Settings). These settings default to ‘no change’, so that Engagement Stance does not change when a player manually assign missions to ships and fleets. Existing Engagement Stance settings now apply to auto-controlled ships and fleets
- military ships will now ‘gang-up’ on enemy targets better, assigning many attackers to take on a target
http://www.matrixgames.com/forums/tm.asp?m=3332321&mpage=1&key=
Thanks Erik, nice job.
I tweaked my construction chart more. Go nuts, Brian.
Just started up a new game…and I have a couple of questions:
-
What exactly do the percentages mean next to resources? For example, there is a “gold” resource on a planet with 31% next to it. What does that “31%” mean?
-
Next to a planet is an “abandoned Frigate (private)”. What should I be trying to do with that ship? I never built it, but I cannot figure out what to do with it. It just sits there. No ship seems to have a mission available in regards to it. Is it a ship that I can take over and add to my fleet? There is another abandoned ship (a Destroyer) that is damaged, and I can have a construction ship repair that, which I have a construction ship on its way there, but this other abandoned frigate, not sure what I can do with it…
Thanks!!
Chris