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by nathanebht
Thu Mar 28, 2019 1:41 pm
Forum: Modding
Topic: Planet trading, refits and AI
Replies: 7
Views: 344

Re: Planet trading, refits and AI

Forget which 4x allowed unrestricted tech trading. I'd trade for a new tech. Then turn a good profit by spreading it around to anyone else who wanted it. Was kinda fun. Allowing only trading of a tech you've researched yourself is a good limit on things. Have that limit and that allies should automa...
by nathanebht
Thu Mar 28, 2019 1:31 pm
Forum: General Forum
Topic: Humans on Hard Difficulty
Replies: 13
Views: 545

Re: Humans on Hard Difficulty

The problem is that the human race's stats are too low. Compare their stats to the Yoral's stats.

The delayed start and then the low stats are too much of a hit when playing on hard difficulty.
by nathanebht
Thu Feb 28, 2019 6:52 am
Forum: General Forum
Topic: Can we get nicer ship deployments?
Replies: 3
Views: 438

Re: Can we get nicer ship deployments?

Transports always in the back would be great!

That carrier has the most shields and point defense. Why is he so far back? I use him to pick off incoming missiles.
by nathanebht
Wed Feb 27, 2019 7:04 pm
Forum: Testing
Topic: Ashdar AI re: Gremak
Replies: 6
Views: 638

Re: Ashdar AI re: Gremak

That's a nice immersive touch that the Ashdar do that.

Noticed that the AI move races around a lot more. Do the AI purchase slaves from the slavers? That's usually how I get key races. But I set mine free. :)
by nathanebht
Wed Feb 27, 2019 12:45 pm
Forum: General Forum
Topic: So what is the counter to carriers and/or metric tonnes of missiles?
Replies: 21
Views: 1131

Re: So what is the counter to carriers and/or metric tonnes of missiles?

You can also send scouts bouncing to and from any enemy planets that are in range. This cuts off food transfer which can cause population loss. Tinkers don't eat food but it will still usually cause them to send ships to defend. One cheap scout can often distract 1 or 2 more expensive enemy ships. S...
by nathanebht
Wed Feb 27, 2019 12:40 pm
Forum: General Forum
Topic: Maybe stations should have a single shield bubble.
Replies: 28
Views: 2261

Re: Maybe stations should have a single shield bubble.

The stations would need to move anyway. Otherwise an attacking force would just go to the other side of the planet. :D How about adding a maneuvering engine to defensive stations? You would be able to slowly move it just like any other ship in a battle. Rotate it to change facing. Have heavy weapon ...
by nathanebht
Wed Feb 27, 2019 12:26 pm
Forum: General Forum
Topic: Can we get nicer ship deployments?
Replies: 3
Views: 438

Can we get nicer ship deployments?

This is irritating. You have an ally join a battle and suddenly odd deployment. Ships lost for no good reason. 20190227063544_1.jpg Flat deployment lines would solve the issue. Stick the ally on one end. If the ally has a lot of ships, have multiple lines. Or combine the two allied fleets and do the...
by nathanebht
Sat Feb 23, 2019 7:25 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1556
Views: 440047

Re: Report - Current Bugs and Issues

An AI declared war on me and then peace in the same turn. In case its helpful, uploaded game_7895.
by nathanebht
Fri Feb 22, 2019 8:36 am
Forum: General Forum
Topic: So what is the counter to carriers and/or metric tonnes of missiles?
Replies: 21
Views: 1131

Re: So what is the counter to carriers and/or metric tonnes of missiles?

Your fighters can target missiles in flight or fighters. Your medium weapons can also target both. But of course this is using up your offensive output. Arda techs aren't going to help. Good shields and high output weapons of all sizes are the most helpful. Move your ships close together to overlap ...
by nathanebht
Thu Feb 21, 2019 9:35 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1556
Views: 440047

Re: Report - Current Bugs and Issues

The AI has a faulty memory of claiming a solar system. Ran into two examples in my current game. I went to colonize the Arcusi system. AI #1 claimed they wanted it. I ok'd that they could have it for the better relations. AI #1 sent a colonizer. It arrived and then turned around for some unknown rea...
by nathanebht
Mon Feb 18, 2019 1:24 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1556
Views: 440047

Re: Report - Current Bugs and Issues

Large numbers of enemy ships are going to a far corner of the map (allied empire) for no sensible reason. Allies like to send ships over very large distances to each other's empires. This behavior frequently leaves their important worlds undefended. Then they send their ships back when something hap...
by nathanebht
Mon Feb 18, 2019 7:07 am
Forum: Testing
Topic: Please Report Missing and/or Placeholder Text
Replies: 93
Views: 42694

Re: Please Report Missing and/or Placeholder Text

Salvaged tech Miniaturization shows "Missing info for Miniaturization". I also can't find it in the tech tree.
by nathanebht
Sat Feb 16, 2019 5:46 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1556
Views: 440047

Re: Report - Current Bugs and Issues

Received a Humans declared war notification but I have not found them on the map. They are not available in my diplomacy screen either. Also the notification doesn't say who they declared war on. Is this a bug or expected behavior? Update: Seems that the Humans were allied with another race I was at...
by nathanebht
Mon Feb 11, 2019 2:26 am
Forum: General Forum
Topic: First impressions and lots of suggestions
Replies: 10
Views: 954

Re: First impressions and lots of suggestions

An engine mod that provided additional range would be very useful in some situations. You could also have an engine mod which provides additional warp speed. Something to throw on if you have extra energy in a design. Tactical maneuvering speed seems to matter little in most of my battles. The AI do...
by nathanebht
Tue Jan 29, 2019 6:23 am
Forum: General Forum
Topic: Bugs etc from newest patch
Replies: 14
Views: 1028

Re: Bugs etc from newest patch

To produce large numbers of transports, add the infinity symbol queue item. It will produce multiple of whatever ship you queue before it.

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