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by sven
Wed Jun 19, 2019 12:06 am
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 77
Views: 4427

Re: Testing Economic Balance Changes

Please let me know if you agree or if I have missed something Well, I agree that economic and AI balancing is generally pretty complicated, and there are a whole bunch of different intertwined factors. Being smarter about starting and stopping wars is one more thing I should look at. Ideally, as yo...
by sven
Mon Jun 03, 2019 7:15 pm
Forum: General Forum
Topic: Suggestion - Game start with pre-explored
Replies: 7
Views: 115

Re: Suggestion - Game start with pre-explored

I find that I start a new game, scout the starting systems, and then reload to get the best choice. Having to move fairly blindly makes those first moves either a lottery or a save/load situation. Yeah, I admit, I find myself doing the same thing. Of course, I'll often use the same strategy in Civi...
by sven
Mon Jun 03, 2019 5:47 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1591
Views: 488320

Re: Report - Current Bugs and Issues

Did you (silently) return the starting factory on "Brutal" or is this a bug? It was intentional, but I'll probably reverse it in the next patch. Getting difficultly right is difficult, and when the patch notes say something vague like "Adjustments to AI behaviors and advantages"...
by sven
Fri May 31, 2019 7:49 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 77
Views: 4427

Re: Testing Economic Balance Changes

If the main problem is difficulty for some players on normal, is it the best way to approach this my changing a core mechanic? It's probably worth clarifying that I'm experimenting with changing the economic balance because I think changing the economic balance is a good idea. In particular, I'm in...
by sven
Fri May 31, 2019 5:00 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 77
Views: 4427

Re: Testing Economic Balance Changes

Did Humans on Hard, uploaded game_8175. ...I didn't like the economy changes at all. Thanks for the testing, and the detailed feedback. The difficulty posed by the AI has been swinging around a lot recently, as I've been experimenting with different options for making it play better under the high-...
by sven
Tue May 28, 2019 6:58 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 77
Views: 4427

Re: Testing Economic Balance Changes

If you manage to set the coin bonus to a level where the AI still effectively plays like the human faction (it is affected by loosing mayor finance powerhouse planets and is limited in what it can buy out per turn) should be not issue, but I am afraid you cannot get rid of the above issue without t...
by sven
Tue May 28, 2019 6:29 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 77
Views: 4427

Re: Testing Economic Balance Changes

First game with new balance on normal, oval galaxy Large default settings: The AI has more capable ships (refitting does seem to take place for a chunk of them), but overall strength and capability to expand has considerably decreased. Player has no issues outpacing them and can still rank up coin ...
by sven
Tue May 28, 2019 6:07 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 882
Views: 267324

Re: Suggest - Features and Improvements

Could an indicator be placed within the diplomacy menu to show when an ally will offer to merge with the player? Now that I was looking forward to this occasion, I noticed, it wasn't clear when and if this will happen. The empire that joined my faction in the end was the latest newcomer to the alli...
by sven
Mon May 27, 2019 10:07 pm
Forum: Testing
Topic: Discontent populations, staffing, Scavengers, and Gaiads
Replies: 5
Views: 397

Re: Discontent populations, staffing, Scavengers, and Gaiads

We're in the process of figuring out how to better implement the Unruly races. Whether they end up being able to staff buildings or not will depend on where the balance ends up. That said, as of the current dev builds, the two 'unruly' races (Scavengers and Gaiads) do contribute to improvement staf...
by sven
Wed May 22, 2019 8:53 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 77
Views: 4427

Re: Testing Economic Balance Changes

nathanebht wrote:2019-05-22(38022) is causing an error when I try to load my latest Tinkers, hard difficulty save.


38022 had an ugly bug involving outposts. 38023 rolled out a few minutes ago, and should let you back into that save.
by sven
Wed May 22, 2019 8:49 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 77
Views: 4427

Re: Testing Economic Balance Changes

This economic change isn't terrible. I'm not sure it makes the game more interesting. Stating the obvious, it causes more of a balancing act. I build up planets to use the queue filler bonuses and this outpaces the AI. Lower those bonuses down to 5 or 10%, might start having a real struggle against...
by sven
Wed May 22, 2019 8:02 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1591
Views: 488320

Re: Report - Current Bugs and Issues

Creating outposts is now crashing the game? I thought at first it might be something with an outpost around a habitable planet, but it crashes on gas giants as well. Uploaded a few examples, I think the last was Game_8146. Yup, looks like it was any outpost. I really should have debugged this morni...
by sven
Sun May 19, 2019 6:41 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 77
Views: 4427

Re: Testing Economic Balance Changes

It's tough to balance that. The higher tier hulls are usually *much* better value for metal/production cost, even for Yoral. Possibly it just means Yoral should pay slightly more in upkeep for their unusually powerful heavy/advanced destroyers? Well, I did increase the upkeeps on Yoral Torpedeo des...
by sven
Sun May 19, 2019 4:51 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 77
Views: 4427

Re: Testing Economic Balance Changes

So far I'm certainly feeling much more constrained by research and coin than industry and metal. I didn't used to bother upgrading (it was often less hassle just rebuild the ship and scrap the old one, or send it into a dangerous combat, and it was very expensive to do it the 'easy' way by coin), b...
by sven
Sat May 18, 2019 9:37 pm
Forum: Testing
Topic: Development Changelog
Replies: 2
Views: 41659

Re: Development Changelog

2016-07-27(16329) - 'stable' ⋅  Additional fixes for bugs related to looping sound effects. 2016-07-27(16313) - 'stable' ⋅  Additional sound effects. ⋅  Fixes for some bugs related to looping sound effects. ⋅  It should no longer be possible to research heavy...

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