Most monitors ship in too bright a configuration so it might not be so much an issue for most.
Either way, I've swapped it out in the next version -- it's a bright orange, instead,
I was thinking zooming, but my ideal solution would be speed sliders in settings.
Oh... yeah, that makes sense (now that I've coded it out the other way for this next release, ha). I'll look at doing speed sliders. I think a lot of people will like that for both pan and zoom (two separate controls).
Owned through parasite. Astral train arrives and bumps the shield while firing on it.
Oh, I see. Yeah, I'll change it so that parasites can no longer capture astro train stations. There's no point to it. Thanks!
That's already there... When you hover over an enemy ship while your ships are selected, it shows you both how much damage your ships will do (a range of damages, if there are multiple types selected), plus it shows you the lowest hit chance out of all the ships you have selected. Did you mean something else in addition to this?
I meant rather that when you mouse over one of your units it tells you its chance to hit its current target.
Ohhh, I see, that makes sense. I'm not super fond of the idea of just doing that on mouseover, though -- seems like it would be a pain to check ranges on a bunch of your guys at once. I think I'm going to make a hotkey that will basically let you see range and damage dealt for ships with targets while this is held. I think that will give you the information you want, just moreso.
From what I recall the cruiser had been crippled some time ago and my fleet had moved on without it. I looked for an engineer and saw one in free roam, but it wasn't going to fix the cruiser its destination was back to its starting point. It wasn't until I cancelled the move and put it back in free roam that it spotted and fixed the cruiser.
Oh, okay -- if the engineer went after him later, after you reassigned him, then that means that he was probably chasing down another ship to try to repair it (perhaps one that had been closer, but which was now further away). I took another pass through some of this code, and everything seems to be as expected here. Let me know if you see this again, but I think it was probably just chasing down a faster ship that was far away. Given how you were able to retarget it, clearly it would have come back for the damaged cruiser eventually.
I'm not sure what you mean by "V on the galaxy map."
Another tech level indicator by the planet.
Oh, okay -- gotcha. Yeah, I'll make it so that the home planets will show up as tech V in the galaxy map. I'm intentionally leaving the "core" AI plants (those that border the home planets of the AI) as tech IV, though -- I don't want to make it too easy for people to just spot that they are getting near the AI home planets without actually looking at the intel summary.
While I understand you don't want to add infinite shortcuts, some kind of objective indicator would be handy, such as a P next to primary objective planets and an S for secondary. While I plan local assaults, this would help me know which direction I should be planning my assaults to head in, without having to mouse over fifty planets. My scouting runs well ahead of my advance.
This is the whole point of the priority levels, and it gives you a lot more flexibility and precision than just P or S. The game is intentionally not auto-guiding you to targets, so that you can make your own choices. I may have linked this already, but here's a suggested approach to handling priority-setting so that you have a minimal amount of work, no rework, etc:
http://arcengames.com/mediawiki/index.php?title=AI_War_-_Galaxy_Map_Priority_Buttons Let me know what you think, but I'm not enthused at all about automating this aspect of the game, just because I think it would kill some of the decision points and exploratory feel for players.
You choose to add a note to a planet and it allows you to type in an entry "This is where the enemy were headed before they fell of radar, don't forget!" so you can remember where you were between save games. The note disappears once saved and is replaced by a blinking icon next to the planet. Clicking on it reveals the note.
Awesome, I love it! Added to my list.
Another thing I forget to mention: add a date stamp next to save game entries.
For the purpose sorting, or just for extra info while looking at it? Is this for when you are making a save, or loading a past savegame? Maybe I'll add a toggle that says something like "show date info," and/or another one that says something like "sort by date." What do you think?