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by nathanebht
Sat Jan 06, 2018 12:44 am
Forum: General Forum
Topic: Tinkers need help
Replies: 10
Views: 876

Re: Tinkers need help

Asteroid carriers! Don't usually play with carriers, didn't realize you could build those with Tinkers. No upkeep cost will also be advantageous.
by nathanebht
Fri Jan 05, 2018 12:04 am
Forum: General Forum
Topic: Tinkers need help
Replies: 10
Views: 876

Re: Tinkers need help

Hmm, I could try focusing on ships. Very easy to go into negative income with Tinkers. So I'd have to build that up and mines for metal.

Find the other races much easier to win with on Hard difficulty.
by nathanebht
Thu Jan 04, 2018 12:41 pm
Forum: General Forum
Topic: Tinkers need help
Replies: 10
Views: 876

Re: Tinkers need help

Are you all playing on hard difficulty? Huge map, 99 stars, box shape, all of the races.

Usually I get very few colonizable planets nearby. Populate those. Progress some but then the AI attacks with much better ships.
by nathanebht
Thu Jan 04, 2018 2:05 am
Forum: General Forum
Topic: Tinkers need help
Replies: 10
Views: 876

Tinkers need help

After the DLC, I've tried to play several games on Hard difficulty as Tinkers on Huge maps. Their drawbacks are just too large in the early game. The need to build population eats too much metal and doing it does not compensate for the lack of natural pop growth. Trying to research sprint to the Clo...
by nathanebht
Mon Oct 30, 2017 11:33 pm
Forum: General Forum
Topic: What good is an Outpost?
Replies: 12
Views: 1733

Re: What good is an Outpost?

Adds to max trade potential (+3 per), and are usable in orbital slots around gas giants and tiny worlds. With improved solar panels can mount a science station in place of the reactor, giving each deployed outpost + 3 trade potential and + 2 science per turn. Good for light colonization of unusable...
by nathanebht
Sun Oct 29, 2017 1:18 am
Forum: General Forum
Topic: food surplus and pop growth questions....
Replies: 4
Views: 704

Re: food surplus and pop growth questions....

You can transport population between planets. That can help with new colonies. Also makes sense to pay for your first factory on a new planet.
by nathanebht
Sun Oct 29, 2017 1:13 am
Forum: Testing
Topic: AIs and terrible planet builds
Replies: 5
Views: 1019

Re: AIs and terrible planet builds

There are two techs that add a build slot to all of your planets. So having one factory on a mining planet lets you fill those new slots much quicker.

You also have the flexibility to have your mining planets to build small ships. Useful for transports and troop haulers.
by nathanebht
Sat Oct 28, 2017 5:02 pm
Forum: Testing
Topic: Does the A.I try to make balanced fleets?
Replies: 3
Views: 914

Re: Does the A.I try to make balanced fleets?

I've played many games on hard difficulty. The different races do have specific weapons they like. AI making balanced fleets? Sometimes? You need something to take out fighters and missiles, otherwise having a balanced fleet doesn't really matter. The AI tends to be poor at building up their planets...
by nathanebht
Sat Oct 28, 2017 4:54 pm
Forum: General Forum
Topic: How do I get more metal?
Replies: 10
Views: 1469

Re: How do I get more metal?

One of the techs gives you the mine metal queue filler. Functions like the increase population or research science items. So you dedicate a planet to mining, start with one factory and maybe one farm. Fill the remaining slots with mines and then once its completely built. Set it on the mine metal qu...
by nathanebht
Sat Oct 28, 2017 2:16 pm
Forum: Testing
Topic: AIs and terrible planet builds
Replies: 5
Views: 1019

AIs and terrible planet builds

The AI could do a much better job at building up its planets. Their planets often have no manufacturing plant. You'll see them with one Lab and multiple Mines. Or other odd mixtures that don't make effective use of the Research, Trade and Mining queue fillers. Actually I'd suggest getting rid of the...
by nathanebht
Sat Oct 28, 2017 2:08 pm
Forum: General Forum
Topic: Loud weapon noises
Replies: 0
Views: 442

Loud weapon noises

The volume of the weapon noises can become suddenly quite loud. Depends on how many weapons of a single type all fire at once. This is not good when your trying to not disturb other people while playing. Pew, pew. Suddenly. ZURGGGZZZMMM!!!
by nathanebht
Sat Oct 28, 2017 1:06 am
Forum: Testing
Topic: AI outpost use (or lack thereof)
Replies: 8
Views: 1171

Re: AI outpost use (or lack thereof)

Allow colonization of the tiny planets with 1 population and having one build spot. It then will not matter as much that the AI doesn't know how to use outposts.

It doesn't make sense we can't colonize the tiny planets anyway. If my guys can live on a gas planet...
by nathanebht
Wed Oct 25, 2017 10:55 pm
Forum: Testing
Topic: [Crash] Crashes building Tinker's Juggernaut
Replies: 28
Views: 3105

Re: [Crash] Crashes building Tinker's Juggernaut

Juggernaut crashes seem fixed. Could queue, build, get info on it and take one into battle.
by nathanebht
Wed Oct 25, 2017 2:41 am
Forum: Testing
Topic: [Crash] Crashes building Tinker's Juggernaut
Replies: 28
Views: 3105

Re: [Crash] Crashes building Tinker's Juggernaut

Shared a 64bit exe crash dump file with that gmail account.
by nathanebht
Mon Oct 23, 2017 10:46 pm
Forum: Testing
Topic: [Crash] Crashes building Tinker's Juggernaut
Replies: 28
Views: 3105

Re: [Crash] Crashes building Tinker's Juggernaut

When the crash dialog comes up there are no options for a memory dump or anything. Just to close. Maybe those 3 events from my Windows app log will be useful? Tried the 32 bit exe. This had no problem queuing up Juggernauts to build. Queued up a Juggernaut to build on three different planets. No cra...

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