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by sven
Thu Feb 25, 2021 5:27 pm
Forum: General Forum
Topic: The AI might be a little too willing to nuke worlds.
Replies: 3
Views: 67

Re: The AI might be a little too willing to nuke worlds.

The AI's short sighted use of bombs is really bad when two AI go to war though, as it basically ensures that the AI never benefits much from fighting another AI in the long term, since both sides will likely lose a lot of population, which in the long term greatly weakens the AI's late-game power o...
by sven
Sun Feb 21, 2021 7:53 pm
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 102

Re: Disconnected Colonists Testing

That feels inconsistent with disconnected harmonized aliens colonizing planets, then. Why does colonization result in immediate response that same turn while transporting them from planet to planet gives you a one-turn grace period? Either both should have an immediate response or both should have ...
by sven
Sat Feb 20, 2021 7:11 pm
Forum: General Forum
Topic: Military transports are too strong
Replies: 17
Views: 2691

Re: Military transports are too strong

Once again something along the lines of MoO 2, where moving ships can't be boarded without shuttles or transporters, seems more balanced. If the game were still in beta, I'd probably change "boarding pods" to "boarding shuttles", and make them easily intercepted by PD, like assa...
by sven
Sat Feb 20, 2021 6:57 pm
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 102

Re: Disconnected Colonists Testing

Moving Harmonized Lummox units to the new colony (with no Machine Altar yet) also resulted in not seeing the new disconnected artwork: I've tried multiple ways now to make the disconnected population units show up and am just not seeing them, I'm afraid. The problem here is that you're playing too ...
by sven
Sat Feb 20, 2021 6:54 pm
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 102

Re: Disconnected Colonists Testing

I'm on the In_Development branch, so I expected to see the new disconnected Teros but instead saw this: Ok, figured it out. I made a mistake when importing Arioch's art for the unhappy disconnected Teros, so the game couldn't find the correct art asset, and ended up falling back on the generic Tero...
by sven
Sat Feb 20, 2021 4:37 am
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 102

Re: Disconnected Colonists Testing

The planet is still under my control and will never reach the point of rebellion. So it does not appear that the disconnected update is currently working as intended on the In_Development branch. Ok, I thought I knew where the bug was here, but it looks like I was wrong. Could you upload this save ...
by sven
Sat Feb 20, 2021 12:44 am
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 102

Re: Disconnected Colonists Testing

No, I'm going to stick with "unintended" or at the very least "contrary to reasonable player expectations given the patch notes." Yeah, this is almost certainly a bug in the colony base code. Thanks for the report. (You can upload games for reference by going to Options, and sel...
by sven
Thu Feb 18, 2021 8:22 pm
Forum: Testing
Topic: Tinkering With Tinkers
Replies: 15
Views: 339

Re: Tinkering With Tinkers

I guess it's mostly the "wait, wtf" experiences that stick in my head. "wait, wtf" moments often make good bug reports, if you can remember to upload a game and write a post about how things went sideways when it happened ;) It would be nice if ships in Refit weren't ignored ent...
by sven
Wed Feb 17, 2021 1:05 am
Forum: General Forum
Topic: The AI does not know fear (when it really should)
Replies: 16
Views: 480

Re: The AI does not know fear (when it really should)

Its my opinion that there's something about using full destroyer-only fleets that just makes the AI dismiss your fleet strength completely. To them, no large ships equal helpless. The problem, at a low level, is probably this formula (paraphrased from line 88 of design_evaluation.lua): design_comba...
by sven
Tue Feb 16, 2021 4:53 am
Forum: Testing
Topic: Tinkering With Tinkers
Replies: 15
Views: 339

Re: Tinkering With Tinkers

At the very least, I think you'd be confused and afraid... but more likely enraged. Much more so than discontent colonists who simply don't like having Alien Rulers or who are upset because you took some slaves. By the way, the discontent cyborg colonists mentioned in the Steam thread are now worki...
by sven
Fri Feb 12, 2021 6:56 pm
Forum: General Forum
Topic: Cant stop tinker asteriod outposts
Replies: 2
Views: 816

Re: Cant stop tinker asteriod outposts

Its kinda weird that tinkers are the only race that can just freely plop down their asteriod outposts in systems you have ships in. Other races give you a chance to hail their outpost ships and tell them you consider this system part of your territory. But the only way to stop tinker outposts is to...
by sven
Tue Feb 02, 2021 4:43 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1742
Views: 1056008

Re: Report - Current Bugs and Issues

Game_9841. Why travel time from Vega to Rasalgethi is 1 turn, from Rasalgethi to Atria is also 1 turn, but directly from Vega to Atria is 3 turns? You're the first person to notice this in the 4 years since the game was released! My motion code has a rounding bug that sometimes causes things like t...
by sven
Fri Jan 22, 2021 10:33 pm
Forum: General Forum
Topic: Is there a downside to breaking peace treaties?
Replies: 8
Views: 2182

Re: Is there a downside to breaking peace treaties?

Seems to me like there should be a 10 turn window where you simply can't attack. Or maybe a reputation penalty if you break peace treaties right away? I might have missed it, but I don't see any such penalty. Anyone know if there is anything to prevent you from abusing the AI like that or downsides...
by sven
Thu Jan 21, 2021 12:03 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1742
Views: 1056008

Re: Report - Current Bugs and Issues

Game_9816. Correct me if I'm wrong, but shouldn't the outcome of combat ships vs population transports encounter be latter's guaranteed surrender? Seems, it even generates different pre-battle notification. And once again auto-resolution of such an encounter (any of 2 notifications) at Vega leads t...
by sven
Mon Dec 14, 2020 2:26 am
Forum: General Forum
Topic: So... noob question: colored squares in combat screen?
Replies: 2
Views: 1654

Re: So... noob question: colored squares in combat screen?

dearmad wrote:I think gray is the armor.
Green is the crew.
but the red/yellow ones? I dunno... related to hull or systems?


Yellow is your total system health. Red is your hull's structural integrity.

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