StarDrive 2

StarDrive 2

Version 1.1 - Imperial Might!

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72 Comments
Magnus May 26, 2015 @ 5:44pm 
Creative/Non-creative could really do with a tweak. I admit it's nice that creative gives you all the techs attached to a particular node of the technology tree but it seems silly that uncreative doesn't 'sometimes' have the chance to get all three techs as well. A rare event, like 2 % or 5% chance of a scientific 'critical' breakthrough modified by particular leaders that gives you all the technologies of a particular node one time.
Jason May 22, 2015 @ 3:34pm 
Bug for planetary events still giving multiple instances...Seven polluted atmospheres on my home planet now giving me 7x(-.5) food production and -120% approval. Ugh. I truly enjoy and admire this game, which is why I'm tossing up all these issues. I have faith Zero will clean them all up in time.
Jason May 22, 2015 @ 3:04pm 
Yeah, would like to face larger ships, also. Computer doesn't seem to advance ship-wise even as much as it did before the patch. :(
Jason May 22, 2015 @ 3:02pm 
Playing as Terran and had profit motive, which is why my tolerance for the Vulfar was so high... but then the computer didn't recognize it, obviously, so yeah...bug.
CbIHoK May 22, 2015 @ 1:45pm 
AI almost never builds anything larger then cruisers and spam with corvettes&frigates. Whats the problem?
Jason May 22, 2015 @ 1:42pm 
I just got an exceeding tolerance hit when trading tech with the Vulfar while simultaneously accepting a peace treaty offer, since I was beating them six ways silly. However, my tolerance bar for them was huge here in the early game, at 100 which seemed odd, but I went with it,, loading up 75 worth of tolerance to get the tech deal I wanted, since I'm playing on hard. Theirs for me was 50, I think, which I think is peace treaty default maybe? Seems so. Well, I now have a -25% morale hit on my planets because of exceeding tolerance with them, although there was no exceeding tolerance warning, and everything looked cool. Argh.
MeteoraTR May 22, 2015 @ 8:59am 
hii. I encountered a bug; I lost a colony. went and took it back. realized after taking it I "myself" was blocading it for a reason. Then moved away and came back to colony thinking it will make everything normal. It forced me to fight my own ships. It was my fleet and starbase v. my fleets copy.
Jason May 21, 2015 @ 1:44pm 
I keep seeing missiles impacting the very front of my ships weakening and taking out exclusively the rear sector of my ships' shields. Huh? o.O
Jason May 21, 2015 @ 12:31pm 
Just encountered two more bugs. Got the swap control bug again, the computer was controlling my ground forces for a battle...I had landed to retake my planet after it had been conquered. It was originally Chukk, then I took it, then Vulfar took it, and I took it back, which was when I got the swap control bug...if any of that makes a difference.

The next bug is an invalid ship design... the first Vulfar cruisers I encountered had Class I shields, Fusion Power, and laser cannons all down their flanks, and they leaked power just while crossing space to meet my fleet, without firing their weapons.
Jason May 20, 2015 @ 9:41pm 
When I build enough capital ships, I get my recruiting station on my planet, and it builds my ships correctly with the additional initial level, as advertised, but the planet's ship-build description when hovering over a ship in the queue still says the planet will build at the prior lower level. This disconnect can be confusing when hunting around for the best planets on which to initiate construction of new fleets.