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by zolobolo
Sat Nov 17, 2018 4:50 pm
Forum: Modding
Topic: Population Panel Mod
Replies: 6
Views: 148

Re: Population Panel Mod

Thanks, filtering is working now
by zolobolo
Sun Nov 11, 2018 11:10 am
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 30
Views: 2316

Re: Autodesign and AI Ship Variety

Say Harpy Eagle: hasn't this mod also been integrated into the main DEV branch at one point? I thin kyou have also already adressed the obvius design flaws of some starting layouts liek th Yoral frigate douple reactor or the double sensor found on many scout ships - but since I have been seeing thes...
by zolobolo
Wed Nov 07, 2018 8:56 pm
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 30
Views: 2316

Re: Autodesign and AI Ship Variety

Yes that is still a thing in case of refit: it does not make use of heavy weapons

Generic AI ship designs do seem to use it though
by zolobolo
Wed Nov 07, 2018 8:06 pm
Forum: Modding
Topic: Population Panel Mod
Replies: 6
Views: 148

Re: Population Panel Mod

Thanks, I did find the pop screen very usefull but like to do my own system/planet rename so picked up this one. Also great to see the overall pop number on the top bar and :) Sorting also doesn't work here but am also on Steam dev branch - not big a deal though, woul probably only use the planet ty...
by zolobolo
Sun Nov 04, 2018 9:11 am
Forum: Modding
Topic: Strategic AI Mod
Replies: 90
Views: 7418

Re: Strategic AI Mod

yes, I agree: the problem is two fold: 1. How does the user know when new and/or better ships are available? 2. How can this be communicated clearly (so the AI does not always snatch the new ships in the next round) withouth being annoying There is already too much notification on the right hand sid...
by zolobolo
Wed Oct 31, 2018 6:38 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 774
Views: 178585

Re: Suggest - Features and Improvements

A new defensive starbase type: "Planetary Defense Plattform" It could be tier I defensive starbase followed up by the current starbase and fortress as tier II and II consequently It could be cheaper then starbase, but only have heavy mounts + 1-2 PD mount and maybe a single squadron mount ...
by zolobolo
Sat Oct 20, 2018 10:00 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 774
Views: 178585

Re: Suggest - Features and Improvements

There are 3 tiers of defensive buildings an the second one seems to be on par with the third and thus being pushed into the late game where there is rarely any action: 1: 480 2. 5000 (+1'000%) 3. 7000 (+71%) Propose to reduce the research cost of the second tier defensive tech (Defense Network) to 2...
by zolobolo
Sat Oct 20, 2018 9:46 am
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 34
Views: 2597

Re: Testing the Current Diplomacy Changes

AI does not get offer for merger from another empire or does not accept the offer When I switch to the bigger AI empire in the alliance I can see the offer from the tiny ally of theirs to merge with them but the two empires do not merge afterwards when I switch back to my own faction and carry on If...
by zolobolo
Tue Oct 16, 2018 6:24 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 774
Views: 178585

Re: Suggest - Features and Improvements

Now that AI empires can offer merger to the player it would be very helpful to have templates for manual refitting commands besides the existing templates of siege, escort and balanced as there are a lot of ships that need refitting and each needs to be configured manually Admittedly, it would be pr...
by zolobolo
Thu Oct 11, 2018 6:01 pm
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 34
Views: 2597

Re: Testing the Current Diplomacy Changes

Make sure to finish the game The new ruleas sometimes lead to a pretty interesting scenario: 1. Player allies with strongest faction and together they conquer others 2. Optionalyl some other factions also join the alliance 3. Strongest AI is actually stronger then the player 4. Due to the allies vot...
by zolobolo
Wed Oct 10, 2018 7:27 pm
Forum: General Forum
Topic: Ground Combat - Streamlining Suggestion
Replies: 3
Views: 196

Re: Ground Combat - Streamlining Suggestion

There was mention on environment penalty to the planet after bombing: this would for sure lessem the effect of the "bomb everything into the stone age" exploit Producing transports by themselfes is more efficient so the player would just segregate production instead of creating troop trans...
by zolobolo
Wed Oct 10, 2018 7:23 pm
Forum: General Forum
Topic: Short naive questions
Replies: 32
Views: 1307

Re: Short naive questions

Good question: never tried it but seems plausable

I doubt the AI will go around destroying planets though as it generally was lacking in the special actions execution department, havent seen it in the changelogs and late game techs did not yet get that much attention
by zolobolo
Sun Oct 07, 2018 8:25 pm
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 34
Views: 2597

Re: Testing the Current Diplomacy Changes

The AI seems very reluctant to offer peace treaty even when starting the war and after loosing most of its territorry and ships. I think there should be a much lower barrier to the offer being triggered when the AI has declared war on someone else (especially the player) as: 1. This would mean that ...
by zolobolo
Thu Oct 04, 2018 7:43 pm
Forum: General Forum
Topic: Ground Combat - Streamlining Suggestion
Replies: 3
Views: 196

Re: Ground Combat - Streamlining Suggestion

Yes I love this: allow ground troops to be sent to enemy planets directly from the planet if there is trade capacity in the pool! Can we have this? I love the fact that we are allowed to subsidize civil trade with state porduction capacity and go around the micro mentioned above by setting a product...
by zolobolo
Mon Oct 01, 2018 5:52 pm
Forum: General Forum
Topic: Short naive questions
Replies: 32
Views: 1307

Re: Short naive questions

The AI utilzies the city planning project to ramp up population + it shuftles around pops to maximise planet pop combos Yes I can imagine that higher difficulties can cripple Humans espeically with the diplomacy update - I am just now testing this and the Humans have surprisingly hard time on Normal...

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