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by zolobolo
Wed May 23, 2018 9:26 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1468
Views: 225017

Re: Report - Current Bugs and Issues

Tinker Forge modules does not replenish munition as described in the text when utilzied by other races then Tinkers It seems to be working for Tinker AI, but does not seem to work for other races who have reverse engineered the tech after cpaturing Tinker ship (restoration of hull and systems is wor...
by zolobolo
Wed May 23, 2018 8:52 am
Forum: Modding
Topic: Strategic AI Mod
Replies: 79
Views: 1644

Re: Strategic AI Mod

Does the mod still hold any difference between the current vanialla version?
by zolobolo
Tue May 22, 2018 3:23 pm
Forum: Testing
Topic: Default population in building colony ship/colony should be main race.
Replies: 11
Views: 61

Re: Default population in building colony ship/colony should be main race.

Yes, once implemented it could be used for planet colonisation as well - goess this goes for any solution chosen
by zolobolo
Tue May 22, 2018 3:21 pm
Forum: Testing
Topic: Can We Talk About Diplomacy?
Replies: 33
Views: 1013

Re: Can We Talk About Diplomacy?

Some diplomacy changes could negate of of the mid and endgame snowballing effect There are already nice moral penalties available for various pop types based on their traits based on player empire state (e.g.: food), war actions (e.g.: bombarding) and diplomacy (e.g.: our two races are at war) If th...
by zolobolo
Tue May 22, 2018 11:46 am
Forum: Testing
Topic: Default population in building colony ship/colony should be main race.
Replies: 11
Views: 61

Re: Default population in building colony ship/colony should be main race.

I was thinking in something along the lines of below image: Clicking on a specific faction icon within the colony ship button would automatically assign that pop, while clicking on the colony ship button itself would link into current behaviour Obviously it would be the most convenient way for the p...
by zolobolo
Mon May 21, 2018 6:27 pm
Forum: Testing
Topic: Default population in building colony ship/colony should be main race.
Replies: 11
Views: 61

Re: Default population in building colony ship/colony should be main race.

What is the selection of the colonists would take place in a sub-menu visible above the colony ship button. For each colony ship design you would still have a single big button like now, but each available colonist type (more then 1 unit of pop available on the planet) would be represented as a smal...
by zolobolo
Mon May 21, 2018 8:26 am
Forum: Testing
Topic: [Feature request] Report of ground troops (and maybe population grouped by species), similar to fleet report.
Replies: 2
Views: 26

Re: [Feature request] Report of ground troops (and maybe population grouped by species), similar to fleet report.

Agreed that it would be useful, but it could directly be integrated into the main production list of planets similarly like in the below mod: http://stars-in-shadow.com/forum/viewtopic.php?f=5&t=533 Like above, the production could have a dedicated view for population types and numbers including...
by zolobolo
Mon May 21, 2018 8:13 am
Forum: Testing
Topic: Build Queue is limited to 5 items, no reordering, cannot cancel the first item
Replies: 1
Views: 20

Re: Build Queue is limited to 5 items, no reordering, cannot cancel the first item

You can "cancel" the first item by left clicking on the ship you would like to build It does not exactly qualify as cancel as it will not effect the queued items (second will not become first automatically) but on the plus side, progress on the ship will also not be lost Buying multiple it...
by zolobolo
Sun May 20, 2018 6:11 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1468
Views: 225017

Re: Report - Current Bugs and Issues

Tinker AI decided to colonyze the Arid planet instead of the Purple Coral Not a bug. The Tinkers can't colonize aquatic worlds without extra environmental tech. If I switch over to the race (via DEV Option AI DEV enabled and Ctrl clicking on one of their planets) as visible in the screenshot above,...
by zolobolo
Sat May 19, 2018 8:08 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1468
Views: 225017

Re: Report - Current Bugs and Issues

Tinker AI decided to colonyze the Arid planet instead of the Purple Coral This is obviously due to the overall lower max pop of the planet, but it is obejctively more valuable and should be colonised with priority considering that: 1. It has valuable minerals 2. Better fertility rating 3. Its lower ...
by zolobolo
Sat May 19, 2018 7:44 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 725
Views: 120825

Re: Suggest - Features and Improvements

Hover tanks and battlemechs can generally be researched till early-mid game (Turn 140) which is too early as there is no further development for ground units after that

Suggest to increase the reasearch time for both of these techs and/or make them dependant on a mid and late game tech
by zolobolo
Sat May 19, 2018 7:35 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1468
Views: 225017

Re: Report - Current Bugs and Issues

Size ratio of Starbase and Shipyard has been off for some time.
Starbase should be at least the size of the Shipyard right?
by zolobolo
Sat May 19, 2018 7:31 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1468
Views: 225017

Re: Report - Current Bugs and Issues

When "Interviening" in an attack of Phidi against Pirates, the Phidi ships attack player ships even though they are friendly in diplomacy relationship Think these was a change some time ago which makes the AI attack hte faction it likes least, but might apply for pirates (and probably neit...
by zolobolo
Sat May 19, 2018 7:29 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1468
Views: 225017

Re: Report - Current Bugs and Issues

When enemy pirate ships escape the system withouth any losses, player can still get the derelict craft event
Suggest preventing Harpy and Pirate ships to retreat from battle
by zolobolo
Sat May 19, 2018 7:24 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 725
Views: 120825

Re: Suggest - Features and Improvements

Can we have some visual effects for Interceptor and Bomber hits on enemy targets like we do for the impact from other weapon types?
Is it planned to have some visual representation of shield hits?

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