Hi - first off, thanks for your feedback/reports! Happy you've enjoyed the game overall.
* If you build a colony and then immediately remove the starport, you get no refund. Also whilst building that starport says the value is $0.
Correct - it didn't cost you anything, you got it for free as part of establishing the colony, so in this specific case it cost nothing and has no refund value.
* When building orbital stations, the tooltip for it doesn't show the demand/effects.
Unless this is only true for the in-dev version, it does once you click through into the category. It can't show this info for the category because different types of stations might have different requirements and effects.
* If I run a simulation with a ship that has just come out of mothball and has 0CR, it immediately malfunctions.
It'll run the simulation at the ship's current CR by default. You can adjust the CR by clicking on the CR indicator in the refit screen, btw.
* Colony growth rate shows as green even when it's negative.
Yeah, that's a bit confusing, that's a fair point. The green color there indicates that there are incentives applied, not that it's positive. So it's an indicator for an "it has a bonus" state.
* One of my administrators has the exact same picture as my character does.
Yep! I've got a note to maybe look at excluding the player portrait from the selections for random NPCs, but for the moment this is a "how it works" given the limited number of portraits.
* My colonies keep getting attacked by various "unofficial" expeditionary forces. Fine. Except they all say "attacking this force won't harm your relations". But if they fail at the expedition, whether because I'm there manually stopping them or not, I always take a 5 hit to my rep. Exception is Pirates who I don't take a hit with. The only way I don't take a rep hit is if I destroy/disrupt the source planet, though then I take the rep hit for doing that in the first place.
Yep, this is an issue - cleared up the wording for the next release some time back. The rep penalty is not for fighting, but for making the expedition fail. Which would come into play if there are, say, multiple fleets - in that case, still you'd only get dinged once even if you fought them individually.
* Pilum LRM launcher doesn't state there's limited ammo but there is (30).
It regenerates ammo, so it's not limited. The tooltip shows its max ammo and the regeneration rate.
* Apogee/Paragon both have 360 degree "front" shields. They should probably both have the extra-arc mod and the convert-to-omni mods disabled, it's only disabled on one of them currently. Also currently Paragon reports "720" degree shield coverage if you convert the shields!
It seems like a good idea to show shield values over 360 just so you can see exactly how the mods are affecting the shield arc. The mods are enabled because there are potential interactions with other mods etc which could reduce shield arcs and so on.
* (May be intentional) - there's no "maneuverability" rating on ship info pages.
Yep, intentional; it's fairly difficult to compress to a single useful value. Well, could do something very general, but, not a bug, at any rate
* The annihilator rocket Pod (medium) does 20,000 points of damage for 10 OP. The (small) Launcher version of the same does 25,000 for 4 OP. There are quite a few missiles/torpedos that simply aren't worthwhile when doing the maths like this.
That's not correct, the small version has 50 ammo and does 50 * 200 = 10000 damage.
* I deployed some of my fleet against a pirate orbital and enemy fleets. During the combat I had "-30" (minus thirty) reinforcement points; not sure if it started at -30 or that happened during the combat. Didn't lose any ships during it. Only ever saw it happen once in the entire playthrough. No idea what the trigger was, sorry.
Probably a case of the game always allowing you to deploy at least *one* ship, regardless of its cost. And/or possibly changing the battlesize setting mid/combat? Also, if you lose ships during combat, that will reduce your deployment points if it affects the relative strength of your fleet and the enemy fleet. That last one is probably a bit confusing, actually; it's explained to some extent via tooltips but... hmm. Made a note to give it a look.
* A stack of fighters got "trapped" on top of a carrier that I had just killed. I think they were trying to return to it.
Thank you - I *think* that should be fixed for the next release.
* It probably shouldn't say "gained x experience" when you get to level 50.
Won't be an issue for the next release, where XP continues to matter past max level
(Story points etc, see
this blog post if interested.)
* You can put "Shield Conversion - Front", and then the "- Omni" on the same ship... :-?
Correct!