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by zolobolo
Fri Apr 12, 2019 5:02 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 836
Views: 238009

Re: Suggest - Features and Improvements

Why do Marauders want influence in exchange for cease-fire? Though I like the idea of differentiation, it does make sense in my opinion to use influence as the basis cost in all sorts of interaction with any other faction Reason being: Unlike "normal" ressources, influence is not a thing ...
by zolobolo
Thu Apr 04, 2019 5:40 pm
Forum: General Forum
Topic: Humans on Hard Difficulty
Replies: 13
Views: 548

Re: Humans on Hard Difficulty

In most cases the faction unique tech is avaialble to all via end-game tech (repair module, cloacking, siege gun, carriers or energy torps) and I think that is fine. I would prefer to see all unique features being reseachable in the end (even if it is only a nerfed version like in case of repair mod...
by zolobolo
Tue Apr 02, 2019 4:29 pm
Forum: General Forum
Topic: Humans on Hard Difficulty
Replies: 13
Views: 548

Re: Humans on Hard Difficulty

I'd like human terraforming expanded a touch. They seem to get almost nothing out of those techs. Goo idea: terraforming benefits to a faction. Either enable terraforming for them earlier (or from the start) via the next update, or enable unique terraforming options to them: Human Haven which would...
by zolobolo
Mon Apr 01, 2019 4:35 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 836
Views: 238009

Re: Suggest - Features and Improvements

Why not limit transport to 1 pop unit and allow fraction of a unit in separate transport? Suspect this was a conscious decision for the player having to live with suboptimal pops on the planet- which basically means Humans :) It would be usefull to be able to remove them though agree (and maybe als...
by zolobolo
Sun Mar 31, 2019 12:01 pm
Forum: General Forum
Topic: Humans on Hard Difficulty
Replies: 13
Views: 548

Re: Humans on Hard Difficulty

In my opinion the real downside of playing humans are the 1. Lack of meaningful options in the early game (need a lot of time to build up a planet and metal mining to a level to even start building ships (giving them assault troops from the start could help this as we could go around santching ships...
by zolobolo
Sat Mar 30, 2019 9:22 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 836
Views: 238009

Re: Suggest - Features and Improvements

Can you please include the icon for deharmonisation in the description of Cybernetic Organisms tech to spice it up and increase recognisability? I think that all tech should include some visual treat for the player to make them more stimulating and interesting to look at and in this case, the art is...
by zolobolo
Sat Mar 23, 2019 2:47 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1556
Views: 440399

Re: Report - Current Bugs and Issues

Civilians and structures row overlapping on bombardment GUI Also note: - The humans on this planet have been harmonized but the normal civilian pop art is used to represent them - After capturing the planet, the humans, all shown as having been ramonised before, are rebelling Ideally I think that ha...
by zolobolo
Sun Mar 17, 2019 7:19 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 836
Views: 238009

Re: Another bunch of suggestions from a neophyte

One thought that occurred to me was to have bitmap asteroids that float and rotate in a cloud; the problem there is that if they rotate, the lighting direction would obviously become wrong. So they'd have to be completely static. Maybe it would look okay... I haven't really tried it. Another thing ...
by zolobolo
Thu Mar 14, 2019 6:54 pm
Forum: Testing
Topic: The AI fleeing battle
Replies: 11
Views: 2938

Re: The AI fleeing battle

If AI initiates the battle, they will not flee as the calcualtion takes place before the initiate it If player is attacking, then the AI fleet moves first (being the defender) - if you see that the AI did not move in its first turn, that means that they have hit the retreat button and will be gone ...
by zolobolo
Thu Mar 14, 2019 6:51 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 836
Views: 238009

Re: Another bunch of suggestions from a neophyte

Yeah... we haven't figured out a good way to represent asteroid belts graphically in our display engine. What if the asteroid belt is a separate layer above or around the planet and not spinning? Some individual (bigger) asteroid pieces could spin around their own access, none of the asteroids woul...
by zolobolo
Tue Feb 19, 2019 7:12 pm
Forum: General Forum
Topic: What is your favorite and least favorite ship design?
Replies: 9
Views: 1871

Re: What is your favorite and least favorite ship design?

I like the idea of increased rocket/torpedo speed in case of launch tubes (Ashdar missile cruiser, Gremak ships). Ashdar battlecruiser would also get some missiles every now and then with the tube art that we mostly don't get to see since it is clearly an inferior choice compared to heavy mount - if...
by zolobolo
Sun Feb 10, 2019 5:59 am
Forum: Testing
Topic: State of Exploits
Replies: 17
Views: 2298

Re: State of Exploits

I fully agree but there is a problem: I don't think the existing models can really accomodate the broadside gun concept Even if it would be decided that Yoral only have forward firing and turret like mounts due to their stlye being the most hostile against the concept: 1. Small ships all clearly hav...
by zolobolo
Sat Feb 09, 2019 8:20 am
Forum: General Forum
Topic: First impressions and lots of suggestions
Replies: 10
Views: 957

Re: First impressions and lots of suggestions

6. Do beam vs kinetic weapons need a rethink? I noticed how much better I do with kinetic, from coilgun right to force lance. The shield piercing is apparently much more cost effective in a fight, especially when facing opponents with great shields. Yes I agree: Shields need a nerf on capacity and ...
by zolobolo
Sat Feb 09, 2019 7:57 am
Forum: General Forum
Topic: Question regarding cyborg populations
Replies: 4
Views: 724

Re: Question regarding cyborg populations

I haven't seen such a tech during my playthroughs Woukd make sense to have it made available to the faction once a planet with harmonized pops is occupied and having to research it This would mean that some furhter effort would need to be invested on deharmonizing and getting the juicy production, r...
by zolobolo
Sun Feb 03, 2019 11:15 am
Forum: Testing
Topic: State of Exploits
Replies: 17
Views: 2298

Re: State of Exploits

[ 4. Adding unique station-based or planet-based super long-ranged guns would make sieges more expensive for a long-ranged attacker. (So even if your 'doom fleet' is winning, it's at least losing a couple ships every time it takes on a well-defended planet, which feels less broken.) Yes the guns mi...

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