Since my playthroughs tend to be very surge-hiatus, and I’m bad at checking for new game revisions on the forum
Can you add an explicit game revision display somewhere?
Perhaps in the game loading screen?
Since my playthroughs tend to be very surge-hiatus, and I’m bad at checking for new game revisions on the forum
Can you add an explicit game revision display somewhere?
Perhaps in the game loading screen?
Do you mean something like “copy whole last topic from Patch Notes category to .txt file in game folder”?
CIWS failed intercept event. When a missile strikes a ship with CIWS it would be great to know if the CIWS did anything. It doesn’t need to be fully diagnostic or anything (with tracking speed & range) it just needs to tell us if the CIWS fired or not.
Maybe this already exists for positive intercepts and I’ve just never once had effective CIWS
SJW: There is a point defence summary event that contains this information - even if CIWS misses every shot.
The game should show the unload order if the fleet has the item, or has an order to pick up the item. I think a couple are bugged though.
On the tactical view, the panel on the left click the “miscellaneous” tab, on the bottom right of that you should see the game version (specifically the .exe version). For me its 2.7.1, the latest public release.
Nope. There is two type of maintenance. Full and partial. Full maintenance done by maintenance facilities and it depends on ship BP cost, partial maintenance done by ships own crew and while it can cost less at first glance, ship maintenance clock starts ticking.
Tl/dr: it not work for MSP saving, if you want save MSP with large fleet use military hangars.
That is not an accurate use of “full” and “partial” maintenance.
Partial maintenance occurs when a location has some maintenance capacity, but not enough to provide full maintenance to all fleets at the location.
you mean the bottom right
Hey Steve,
Every now and then I get into a state where civilian colony ships seem to like to bounce between one system and the next (I guess while they await new colonists they like to move?). Anyway, I wind up getting event passes that look like:
And I’ll get it several times in a row. My quick suggestion is: suppress transit delay messages for civilian shipping. There’s nothing I can do about this - I’m not able to order these things about, IIRC, so this is mostly creating noise in my event log that is difficult to work around.
Edited to add:
By the way - a few jumps away I have:

so – definitely some standing order logic around colonists is sad (and FWIW, they continue to bounce between two systems).
I think it would be easier to divide this event into two - for civilians and for player ships.
If there are a lot of civilian ships gathering somewhere due to delays, you should probably make sure that there are patrol ships in that place. It would be unpleasant to lose a bunch of ships because of a sudden enemy.
Eh - I think it’s useless data generally in the logs. If they’re packing up somewhere, that’s more of a logic error than a game component. And honestly, raiders appearing and destroying dozens of these doing nothing but jumping between two systems and generating log entries would be a favor right now given the work it takes to delete civilian ships by hand (without a DB entry).
In the Commanders window, when promotions and assignments are done, would it be possible to list new occurrences below the ones already present? to have a list ordered according to the time of their happening.
In the attached image, the first three rows would be better as the second, third and fourth one instead, to have an ordered list.
Indeed the same should be also for the events list.
Extend the movement order ‘send message’ into a standing order so you can have a fleet send a message from a conditional. For example having a military station (military ship with no engines) sending a message when its deployment has been exceeded. Currently none of the standing orders are suitable for keeping such stations in check because they can’t move.
I like to leave them in their positions while sending a recreational/mainbay ship to them so I don’t have to constantly do tugging orders.
I use the “MV: Assigned Mothership” standing order for fleets that I want to let me know when they have no orders.
Example:
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I haven’t tried as a conditional, but it might work that way too.
In the Galactic Map, would it be possible to show the systems where bodies marked as colonies are present?
A coloured dot next a system could be enough; or a small number, showing the quantity of the colonies.
I think this could be useful to plan the routes of expansion.
Import/Export Class Design Templates from the Class Templates in the Class Design Window.
Pop Supply/Demand templates
Review start-of-game options
Ruins chance in Sol game start option
Quick non-Sol start game option
Just to note, this would almost certainly not work due to breaking changes between versions.
You can do this yourself in SM mode.
I would like this too.
I’d love to see the heading on a lost contact the same way it is already visible on active fleets.
“Is that battle fleet coming or going? Should have paid attention last gaming session.”
Not fundamental suggestions here. ![]()
When the mouse hovers over the icons to open the various windows, maybe the tooltips appearing could discard the word “Open”.
Then, sometimes the name of a window and the tooltip of the icon referring to it are not equal (e.g., tooltip “Open System View Window” and window “System Generation and Display”).
I’ve deployed some garrisons (ground troops, Deep Space Tracking Stations, Automatic Mines) in various systems, to avoid some NPR can occupy them. But, in the Galactic Map, it seems to me I can mark these systems only using a label, as they are still not populated.
Would it be possible to have a signal to activate in the display tab and show them in the map? they are somehow part of my dominion.