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by projekcja
Sun Aug 02, 2015 5:15 am
Forum: Testing
Topic: Blockades in 'mixed' systems.
Replies: 4
Views: 10363

Blockades in 'mixed' systems.

When I own 1 planet in a system while a rival empire holds another planet in the same system, and we both have starships in the system, I found that sometimes my planet is considered "blockaded" while sometimes it isn't. The only way to 'break the blockade' is to attack the enemy planet. I...
by projekcja
Wed Jul 22, 2015 2:00 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1913682

Re: Suggest - Features and Improvements

Light hardpoints are meant to be specialized for point defense. This sounds reasonable to me when considering a few light hardpoints on large ships full of other things, but on the smaller, lower tech ships like the Gremak Destroyer - which currently has only light hardpoints, and is the only low-t...
by projekcja
Wed Jul 22, 2015 12:22 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1913682

Re: Suggest - Features and Improvements

At the early game many ship designs have "light slots", in which you can only place PD lasers/PD coilgun/anti-missile rockets/PD ion cannon etc, i.e. only weapons designed to intercept rockets. I feel like this leaves the player with no meaningful choice, as all of these weapons are basica...
by projekcja
Mon Jul 20, 2015 2:09 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1913682

Re: Suggest - Features and Improvements

I like the new distinction in icons between completed production when there is something else is in the queue (two wrenches) and when there isn't anything else ordered (one wrench) However, I'm not sure I like that clicking the single wrench drops me directly into the production screen without a ch...
by projekcja
Fri Jul 17, 2015 5:39 pm
Forum: Archives
Topic: Bug Report Archive
Replies: 447
Views: 780228

Re: Report - Current Bugs and Issues

In game 390, I made only 1 AI, so that they have no enemies to go around destroying their colonies, I made some planetary defenses and waited. The AI never amassed a significant fleet. At the last battle, I see some strange behavior: 22 of my interceptors are sent to a small group of missiles. they ...
by projekcja
Thu Jul 16, 2015 1:36 pm
Forum: Testing
Topic: Production Queue UI
Replies: 6
Views: 13470

Re: Production Queue UI

I often find that I want to queue up a few of the same ship type on a colony, but if I need to scroll down a bit to find the ship type, every time I click on the queue button, the production scrolling resets, and I have to scroll down again. It would be nice if this didn't happen and I could just cl...
by projekcja
Thu Jul 16, 2015 12:43 pm
Forum: Archives
Topic: Bug Report Archive
Replies: 447
Views: 780228

Re: Report - Current Bugs and Issues

When an enemy fleet moved into my system of Dziban and was about to get there in 1 turn, I rushed the construction of a ship to defend the colony. I expected my ship to be there to defend the colony, but instead the enemy fleet got there first and blockaded the system, delaying construction and bomb...
by projekcja
Thu Jul 16, 2015 10:35 am
Forum: Testing
Topic: Planet invasion mechanics
Replies: 28
Views: 48135

Re: Planet invasion mechanics

I think that easy and fast invasion is good, as encouraging aggressiveness by allowing quick rewards to be gained is important. Being aggressive entails both risks and costs, when its successful, I'd much rather be rewarded than punished (as in Civilization 4+, where taking an enemy city actually re...
by projekcja
Tue Jul 14, 2015 11:58 am
Forum: Testing
Topic: Some issues about missiles
Replies: 12
Views: 20467

Re: Some issues about missiles

I realize this could be simply because this game's not done yet, but I expect from such a game offer have several technologies that entirely revolutionize combat, making a ship with some 'revolutionary' tech totally unbalanced against most ships before it, only to be countered by some other technolo...
by projekcja
Mon Jul 13, 2015 11:43 am
Forum: Archives
Topic: Bug Report Archive
Replies: 447
Views: 780228

Re: Report - Current Bugs and Issues

in build 13115, I found the following issues: * When escaping while in a system you have a colony in (i.e. if you're the defending party), your ship escapes back to the same system - effectively taking a U turn in hyperspace. This is bad for civilian ships, that may escape only to be surely intercep...
by projekcja
Sun Jul 12, 2015 11:18 am
Forum: Testing
Topic: Some issues about missiles
Replies: 12
Views: 20467

Re: Some issues about missiles

Arioch said: Point defense currently works very well against missiles if you surround the ship being targeted with all of your ships that have point defense. Only if you have a number of ships with PD proportional to the number of missile boats the enemy has. If you're outnumbered like some Loroi f...
by projekcja
Sat Jul 11, 2015 11:51 pm
Forum: Testing
Topic: Some issues about missiles
Replies: 12
Views: 20467

Some issues about missiles

1) Often I see a large number of missiles, enough to blast all my ships, in an unstoppable advance towards my fleet, only to have them magically disappear as combat ends due to all enemies dying to my missiles. I find this 'unrealistic' and would rather see combat end only once all missiles have hit...
by projekcja
Thu Jul 09, 2015 11:04 pm
Forum: Archives
Topic: Bug Report Archive
Replies: 447
Views: 780228

Re: Report - Current Bugs and Issues

Playing as the Yoral, I've had several cases where the flak cannons cannot target missiles, saying they're out of range when the missiles are right on top of the targetting ship. While this may not be a bug, it doesn't feel right to me. uploaded in game 345 This is a bug, but one I'm having a hard ...
by projekcja
Mon Jul 06, 2015 10:04 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1913682

Re: Suggest - Features and Improvements

It could be really nice and useful to have range circles for enemy empires, so as to give an indication as to which colonies are within their range, though I can see that there's a problem here regarding knowledge about enemy tech level. I also think it's a good idea to have "blockaded" sy...
by projekcja
Sun Jul 05, 2015 1:44 pm
Forum: Testing
Topic: Running out of fuel range
Replies: 7
Views: 12971

Running out of fuel range

If I build an outpost, thus extending the range I could travel to, and then send a fleet to the newly available region, and then scrap or lose the outpost, the result is currently that the fleet continues travelling to its destination, it can fight and stay there as long it wishes, and can at will t...

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