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by zolobolo
Sat Mar 23, 2019 2:47 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1551
Views: 424329

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: 825
Views: 227867

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: 2508

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: 825
Views: 227867

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: 1498

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: 1603

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: 7
Views: 507

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: 418

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: 1603

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...
by zolobolo
Sun Feb 03, 2019 10:44 am
Forum: Testing
Topic: State of Exploits
Replies: 17
Views: 1603

Re: State of Exploits

Ran a couple of games with and agains Yoral to see how broken the torp destroyer build exactly is: When playing agains Yoral, the AI seems to be using this design quite often which is good. The AI does not seem to utilize the plasma Torp tech on this design (which might be bad luck on their side of ...
by zolobolo
Sun Feb 03, 2019 10:09 am
Forum: General Forum
Topic: Bugs etc from newest patch
Replies: 14
Views: 574

Re: Bugs etc from newest patch

* Balance. I'm playing brutal and it's now endgame 1v1. The intelligence page says that my metal production is about 50% higher than the enemy. I'm pumping 100% of it into ships and have no metal surplus, yet somehow the AI's "military strength" is increasing about 3 times faster than min...
by zolobolo
Tue Jan 29, 2019 8:02 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 825
Views: 227867

Re: Suggest - Features and Improvements

GalCiv III has various interesting votes for a Galactic Council. Peace declared for a certain number of turns. Wealth distributed from the richest race. Kinda neat but it didn't add that much to the game. Yes I also found them interesting though they did not account for much In this case I wouldn't...
by zolobolo
Tue Jan 29, 2019 8:01 pm
Forum: General Forum
Topic: Bugs etc from newest patch
Replies: 14
Views: 574

Re: Bugs etc from newest patch

* There was a planet where when I scraped an item, it didn't free up the slot. Instead it just disappeared. After I got the (arcologies?) tech that increases size, scraping an item did work and free the slot, but maybe not enough? Didn't check in hindsight. There is more than one tech to increase b...
by zolobolo
Sun Jan 27, 2019 6:11 pm
Forum: General Forum
Topic: Expansion\DLC plans?
Replies: 31
Views: 1916

Re: Expansion\DLC plans?

1. Only allow heavy and small craft type mounts (and maybe rocket types) on planetary defences I used to have a mod similar to this idea, you wouldn't dare to approach a planet without a few fighter carriers of your own as a counter measure ... I think the mod is long lost, but I can redo it again ...
by zolobolo
Sun Jan 27, 2019 4:54 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 825
Views: 227867

Re: Suggest - Features and Improvements

Give the top 3 winners of Galctic Council votes some reward e.g.: +60 Influence for 1st, 40 for 2nd and 20 for 3rd Could be done with other resources as well (even with trade pool capacity increase) but influence seems to e the logical gain at first Reasons to do this: 1. Give some in-game-sense (im...

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