Search found 38 matches

Go to advanced search

by nathanebht
Wed Jul 11, 2018 11:34 pm
Forum: Testing
Topic: The AI fleeing battle
Replies: 8
Views: 116

Re: The AI fleeing battle

That game with the Ancient Gate I had advanced through lasers to primary beams. Didn't have anything long range to reach them before they retreated. It was a large 85 planet map against the normal difficulty AI. The AI did try attacking with several fleets of various sizes. I was producing more ship...
by nathanebht
Wed Jul 11, 2018 2:08 am
Forum: Testing
Topic: The AI fleeing battle
Replies: 8
Views: 116

Re: The AI fleeing battle

The AI's engine thrust graphic sometimes will already be on. Other times you will see it turn on. However, if the AI has a lot of missiles then I still have to move my small ships that are on the forward tips of the formation. In my last game I was playing the Ashdar Imperials who have that homeplan...
by nathanebht
Tue Jul 10, 2018 3:34 pm
Forum: Testing
Topic: The AI fleeing battle
Replies: 8
Views: 116

Re: The AI fleeing battle

I'm using a large screen, can't really see it. If its there.
by nathanebht
Tue Jul 10, 2018 2:50 pm
Forum: Testing
Topic: The AI fleeing battle
Replies: 8
Views: 116

The AI fleeing battle

Each battle when you have a mix of large and small ships, they appear in a spread out formation. For each substantial battle, I advance my large ships which have the most shields, armor and missile defenses. Then pull my small ships in behind them. No use to hit the auto-combat button which will put...
by nathanebht
Sat Jul 07, 2018 11:29 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1483
Views: 259396

Re: Report - Current Bugs and Issues

Thresher dissidents are producing tons of food. Seems they should produce zero.

Thresher dissident food.jpg
Thresher dissident food.jpg (908.25 KiB) Viewed 110 times
by nathanebht
Fri Jun 01, 2018 8:49 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 748
Views: 138575

Re: Suggest - Features and Improvements

So instead, lets reduce the number of planets in a system or have the benefit of some special planets apply automatically to other colonised planets within the system - this can be tied to research if that makes sense. e.g.: gas giants provide reasearch bonus to all colonised planets within the sys...
by nathanebht
Wed May 23, 2018 10:38 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 748
Views: 138575

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 Have the gro...
by nathanebht
Sun May 13, 2018 6:15 am
Forum: Testing
Topic: Can We Talk About Diplomacy?
Replies: 33
Views: 2050

Re: Can We Talk About Diplomacy?

Love that your still improving the base game and coming out with new DLCs. Hope these give you noticeable sales boosts.
by nathanebht
Tue May 08, 2018 10:58 pm
Forum: Testing
Topic: Can We Talk About Diplomacy?
Replies: 33
Views: 2050

Re: Can We Talk About Diplomacy?

Star Ruler 2 had actual cards you used in your diplomacy. Was a really great feature of that 4x game. For example, you could play a card to take an opponents planet. Its been a while, believe there were point costs involved.
by nathanebht
Sun Apr 29, 2018 2:32 pm
Forum: Modding
Topic: Using the Combat, Economy and Research Path AI Mods
Replies: 16
Views: 764

Re: Using the Combat, Economy and Research Path AI Mods

The game sounds really interesting (being a Dawn of War 1 and Mech Warrior fan myself). Just missing the various ground units that would give the mechs their scale... there are a few occasions where tanks pop up but not too often it seems and the game probably comes down to mechs duking it out 99% ...
by nathanebht
Sun Apr 29, 2018 2:24 pm
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 24
Views: 1066

Re: Autodesign and AI Ship Variety

Thanks for creating the mod! I'd suggest having the AI prioritize medium weapons over PD defense weapons. Medium are more versatile. Heavy over medium. The AI hardly ever utilizes heavy weapons and the extra range works better in many situations. Anti-missile added only if there is extra defense slo...
by nathanebht
Fri Apr 27, 2018 1:19 am
Forum: Modding
Topic: Using the Combat, Economy and Research Path AI Mods
Replies: 16
Views: 764

Re: Using the Combat, Economy and Research Path AI Mods

Thanks for the info but no 'in_development' branch showing for me to switch to.

Too late anyway, I'm playing Battletech now. Sometimes cursing is even involved.
by nathanebht
Mon Apr 23, 2018 11:22 pm
Forum: Modding
Topic: Using the Combat, Economy and Research Path AI Mods
Replies: 16
Views: 764

Re: Using the Combat, Economy and Research Path AI Mods

Yes, I know the Yoral are much easier than other races. Chose them on purpose as I'm playing on Hard difficulty with these 3 AI mods. Current map. Recently killed off the Ashdar Imperials. Grabbed all of their planets. https://steamuserimages-a.akamaihd.net/ugc/2438013375547364225/E2174615DF07753265...
by nathanebht
Sun Apr 22, 2018 11:15 pm
Forum: Modding
Topic: Using the Combat, Economy and Research Path AI Mods
Replies: 16
Views: 764

Re: Using the Combat, Economy and Research Path AI Mods

Playing the Yoral on hard difficulty. Huge, 85 star box map. My start was close to the middle of the map. Picked the Yoral as I figured this would be difficult with these 3 AI mods. The Ashdar Imperials started a little south of me and declared war very early. Had 5 to 6 planets at the time and they...
by nathanebht
Sun Apr 22, 2018 1:34 pm
Forum: Modding
Topic: Using the Combat, Economy and Research Path AI Mods
Replies: 16
Views: 764

Using the Combat, Economy and Research Path AI Mods

Using the Combat, Economy and Research Path AI Mods. Congrats on the excellent work to the mod makers. Think I might have to switch down from Hard difficulty to Normal. :(

Had a startup crash when I first installed the mods. Started a second time and everything seems to be working fine.

Go to advanced search