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by zolobolo
Tue Jun 18, 2019 7:45 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 882
Views: 267023

Re: Suggest - Features and Improvements

Would it make sense to have a "refit" button for turining factories into Machine Altars?
by zolobolo
Mon Jun 17, 2019 7:54 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 882
Views: 267023

Re: Suggest - Features and Improvements

Other options are just as "viable" as they are on other faction ships; they're just not optimal. Reducing the bonus will not change missiles still being optimal for the Tinkers. I see you point: we are either looking at this from two different design philosophies or you do not think this ...
by zolobolo
Mon Jun 17, 2019 7:33 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 882
Views: 267023

Re: Suggest - Features and Improvements

Just stick some fighters into the Station slot instead of the construction module. I have tried this as well when the DLC came out :) The problem with this construct was: 1. Fighters and bobmers are very situational in their use. If they are not backed up by rockets screens and the carrier being ab...
by zolobolo
Mon Jun 17, 2019 7:10 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 77
Views: 4338

Re: Testing Economic Balance Changes

I have been observing Coin income changes in my latest game and find that the player starts the unwanted accumulation of Coin right after its first succesfull war in the following fashion: 1. AI usually declares war on player underestimating military power and/or potential 2. AI looses its core figh...
by zolobolo
Sun Jun 16, 2019 12:19 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 882
Views: 267023

Re: Suggest - Features and Improvements

1. Reduce replenishment speed of munition for Tinker Forgery so that rockets are not clearly the best way to go when outfitting Tinker ships. This is like saying we should remove the Ashdar Colonials' bonus fighters because it makes carriers the best option for them. That's by design. The Tinkers F...
by zolobolo
Sun Jun 16, 2019 11:49 am
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 77
Views: 4338

Re: Testing Economic Balance Changes

Yeah I don't really like this old fashioned method of transports.Honestly I would prefer just having a few that could transport a lot more or just having normal ships have a transport capacity which ES2 did.It would make the A.I better too. I was thinking abouth this a lot and also made a couple of...
by zolobolo
Sat Jun 15, 2019 12:29 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 882
Views: 267023

Re: Suggest - Features and Improvements

Some suggestions to address issues I found with Tinkers update specifically: 1. Reduce replenishment speed of munition for Tinker Forgery so that rockets are not clearly the best way to go when outfitting Tinker ships. This would be achieved by the ships not being able to constantly fire with all we...
by zolobolo
Sat Jun 15, 2019 11:31 am
Forum: General Forum
Topic: New DLC
Replies: 16
Views: 251

Re: New DLC

Yes, and I did really appreciate the fact that Tinker mechanics of harmonisation was tied into the existing pop mechanics and GUIs and no new menu points were introduced (that would be needed if not tied into the core game: looking at you Galciv and Stellaris ;)) But please be carefull: asteroid bas...
by zolobolo
Fri Jun 14, 2019 6:56 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 882
Views: 267023

Re: Suggest - Features and Improvements

Fleshing out of Human refugee colonies: 1. New diplomatic action when meeting the minor faction/or later via diplomacy: Trade Deal in exhange of influence. This way the faction would provide a minor increase in trade pool (1-2) in exhange of valuable early -game influence. Especially usefull when no...
by zolobolo
Wed Jun 12, 2019 6:06 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 882
Views: 267023

Re: Suggest - Features and Improvements

Ground combat expansion might be achieved in a simple way withouth changing existing tank battalions and milita units: Detachments This would be partially taking notes from Stellaris (where admittedly this concept has failed - so lets jsut compare this to HoO or Panzer Generals). So each Detachment ...
by zolobolo
Wed Jun 12, 2019 5:16 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 77
Views: 4338

Re: Testing Economic Balance Changes

I have reverted to the stable build: assume you will address the starbase build priority and lost forreign trade routes issue next and will continue afterwards with the testing of the new balance - I think the AI will perform consdierably differently once these have been addressed
by zolobolo
Wed Jun 12, 2019 5:14 pm
Forum: General Forum
Topic: New DLC
Replies: 16
Views: 251

Re: New DLC

Sounds perfect - guess it will also not be dependant on the new DLC then which is good being an important exploit fix Suggest to make it clear somehow (hint or other way) that buyout is not available for the "construction" If it is a project, that woudl be perfect, as they do not have buyo...
by zolobolo
Tue Jun 11, 2019 5:58 pm
Forum: General Forum
Topic: New DLC
Replies: 16
Views: 251

Re: New DLC

You mena hitting the habitability derived from the bioms directly? How would that be displayed/communicated to the user? Diverse affects due to bombing need to be kidna permanent otherwise they can be overcome via production/money easily negating their sense and causing micro MGMT Ideally I imagine ...
by zolobolo
Mon Jun 10, 2019 7:54 pm
Forum: General Forum
Topic: New DLC
Replies: 16
Views: 251

Re: New DLC

Did you already find a sutiable color for the new faction on the galaxy map? There must be only few more options available as there are two cases where the colors are very close for comfort: Phidi and Raider yellow Tinker and Yoral Green Non-playable factions also take up soem of the remaining optio...
by zolobolo
Mon Jun 10, 2019 5:41 pm
Forum: General Forum
Topic: Latest playthroughs, more feedback/bugs
Replies: 2
Views: 31

Re: Latest playthroughs, more feedback/bugs

Agree with most of the above To be fair: The AI should have cheats going for it on the hardest difficulty(ies) as the AI script is always the same, its just the buffs and debuffs that change. If you want to go up against the AI withouth cheats, thats normal, and above that they get handicap which is...

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