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by Uncle_Joe
Mon Aug 21, 2017 5:18 pm
Forum: Testing
Topic: How to get the beta builds?
Replies: 6
Views: 222

Re: How to get the beta builds?

Ok thanks, are you accepting new testers?
by Uncle_Joe
Mon Aug 21, 2017 3:59 am
Forum: Testing
Topic: How to get the beta builds?
Replies: 6
Views: 222

How to get the beta builds?

It seems like there are builds going out which folks have access to. So far, I haven't been able to figure out how to get those builds. When I go to the betas tab on Steam, it just says 'None'. Is there a default password or somesuch to access them? Any help appreciated! I'd really like to be able t...
by Uncle_Joe
Thu Aug 17, 2017 6:14 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1101
Views: 78215

Re: Report - Current Bugs and Issues

When looking at the beta tab, I don't see anything. It says No beta available.

Am I missing something? Do I need to put something in the password?
by Uncle_Joe
Wed Aug 16, 2017 11:50 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1101
Views: 78215

Re: Report - Current Bugs and Issues

Where are you finding the latest build? I'm not seeing anything on Steam?
by Uncle_Joe
Fri Aug 11, 2017 1:14 am
Forum: Testing
Topic: eXpansion/DLC Content
Replies: 18
Views: 680

Re: eXpansion/DLC Content

Oh OK gotcha, thanks.

Well if you're looking for testers, lemme know! ;)
by Uncle_Joe
Thu Aug 10, 2017 10:37 pm
Forum: Testing
Topic: eXpansion/DLC Content
Replies: 18
Views: 680

Re: eXpansion/DLC Content

Hmmm, not seeing anything on the Steam Beta tab. Is it supposed to be accessible to anyone at this point?
by Uncle_Joe
Thu Aug 10, 2017 7:18 pm
Forum: Testing
Topic: eXpansion/DLC Content
Replies: 18
Views: 680

Re: eXpansion/DLC Content

Sweet. Looking forward to trying it!

Do you have a list of the changes other than the Tinkers as a Major?
by Uncle_Joe
Wed Aug 09, 2017 11:11 pm
Forum: General Forum
Topic: Can't work out how to play at all
Replies: 3
Views: 223

Re: Can't work out how to play at all

Take a look at this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=762515742 It should get you started. Yes, you can rush production by clicking below the cost on the production window in the lower right corner. Bombers are a component on a ship. You need a hull type which has some sma...
by Uncle_Joe
Wed Aug 09, 2017 7:07 pm
Forum: Testing
Topic: Macro-manage Late game large scale
Replies: 41
Views: 1009

Re: Macro-manage Late game large scale

What size fleets are you looking at for the AI? I saw 3 Yoral BBs supported by over 45 DDs in one of my games a bit ago (slightly modded). And the Ashdar Imperials fielded 10+ Fleet CVs escorted by PD BCs (maybe a half dozen) and another dozen or CLs. That was the biggest battle of that game (and it...
by Uncle_Joe
Tue Aug 08, 2017 4:41 pm
Forum: Testing
Topic: Macro-manage Late game large scale
Replies: 41
Views: 1009

Re: Macro-manage Late game large scale

And this is why the game needs multiplayer. ;)

All we can do is theorize...we can't put any of it to the test and see what can truly beat what if properly handled.
by Uncle_Joe
Tue Aug 08, 2017 4:14 pm
Forum: Testing
Topic: Macro-manage Late game large scale
Replies: 41
Views: 1009

Re: Macro-manage Late game large scale

Agreed 100%. Player skill in combat can and does matter very much. I would love to see it released as a 'one-off' multiplayer combat sim. ;) I tend to keeps smaller ships up and running for about 60-75% of the game. Once I'm in the mop-up stage, I rarely bother with them anymore and just crank out t...
by Uncle_Joe
Sat Aug 05, 2017 8:06 pm
Forum: Modding
Topic: Modding to increase difficulty
Replies: 26
Views: 1186

Re: Modding to increase difficulty

My groups played quite a lot of Civ3 and Civ4 MP and MOO2/Space Empires IV way back in the day. It works best in games that allow simultaneous orders and then resolution (SiS is nicely set up that way). It's a bit of a time commitment, but it's generally worth it since it cranks up the competition a...
by Uncle_Joe
Fri Aug 04, 2017 3:05 pm
Forum: Modding
Topic: Modding to increase difficulty
Replies: 26
Views: 1186

Re: Modding to increase difficulty

If the enemy has a colony or two in range of several of your planets, you're in for a world of hurt. This is what happened in one of my games. My fleet could handle any of their incursions if I could stay massed. But when they send 2 BBs to each of 4-5 systems and you don't get but one turn's warnin...
by Uncle_Joe
Thu Aug 03, 2017 9:01 pm
Forum: Modding
Topic: Modding to increase difficulty
Replies: 26
Views: 1186

Re: Modding to increase difficulty

Yep, that's what I've seen so far...1 turn warning. If there is no 'counter' to it (ie, being able to spot them out a bit farther), I'd call that a pretty game-breaking ability (maybe the AI doesn't grossly exploit it, but they should...). I wasn't teched up to the Warp Inhibitors and in any case, I...
by Uncle_Joe
Thu Aug 03, 2017 6:45 pm
Forum: Modding
Topic: Modding to increase difficulty
Replies: 26
Views: 1186

Re: Modding to increase difficulty

I was able to see them coming, but only 1 turn before arrival which didn't leave enough time to protect the systems needing it.

Haven't run into the Gremak in my last few games but the next time I do, I'll test the scout ship theory.

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