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by nathanebht
Mon Feb 18, 2019 1:24 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1546
Views: 407189

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: 92
Views: 36530

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: 1546
Views: 407189

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: 7
Views: 211

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: 258

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.
by nathanebht
Tue Jan 29, 2019 6:20 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 803
Views: 218546

Re: Suggest - Features and Improvements

Give the top 3 winners of Galctic Council votes some reward e.g.: +60 Influence for 1st, 40 for 2nd and 20 for 3rd Could be done with other resources as well (even with trade pool capacity increase) but influence seems to e the logical gain at first Reasons to do this: 1. Give some in-game-sense (i...
by nathanebht
Tue Jan 29, 2019 6:14 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 803
Views: 218546

Re: Suggest - Features and Improvements

- Even out the race advantages/disadvantages so that are more similar in difficulty. Why? In a single-player game, why do you feel the different playable factions need to be equally balanced? Not suggesting to make them equal. Think that there should not be as much spread between the races. The cur...
by nathanebht
Sun Jan 27, 2019 10:23 am
Forum: General Forum
Topic: Expansion\DLC plans?
Replies: 29
Views: 1128

Re: Expansion\DLC plans?

When you end up with 30+ planets the amount of clicks starts adding up. - Checking on and then moving population around to max your build slots - Checking on and then moving population around to max your total population growth - Checking for empty planet build slots - Removing and re-adding the qu...
by nathanebht
Sun Jan 27, 2019 10:11 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 803
Views: 218546

Re: Suggest - Features and Improvements

- Provide more fine control of difficulty levels in the setup options. - Add a custom race option. - Even out the race advantages/disadvantages so that are more similar in difficulty. - New map type of clustered groups of stars. Close clusters and farther apart clusters would be great. Had have fun ...
by nathanebht
Sat Jan 26, 2019 7:04 am
Forum: General Forum
Topic: Expansion\DLC plans?
Replies: 29
Views: 1128

Re: Expansion\DLC plans?

If you play with a lot of planets 100+, then queue management gets to be a bit much. Given how the economy works, I actually find many planets quite manageable compared to comparable games. Most planets should just be set on Mining/Research, while a few core worlds pump out ships (and are the only ...
by nathanebht
Thu Jan 24, 2019 12:40 pm
Forum: General Forum
Topic: Expansion\DLC plans?
Replies: 29
Views: 1128

Re: Expansion\DLC plans?

I think that something as dramatic as changing the type of a planet should be a choice that requires some significant investment of resources. If all of your planets automatically slowly morphed into identical Garden worlds, I think that would be kind of boring. I think terraforming should probably...
by nathanebht
Wed Jan 23, 2019 6:49 pm
Forum: General Forum
Topic: Expansion\DLC plans?
Replies: 29
Views: 1128

Re: Expansion\DLC plans?

A new aquatic bio-engineering faction? Do they have squishy ships that grow bigger as they age? The ships are mechanical, but some of the systems are bioengineered, and the race itself is bioengineered. They are terraforming specialists, their ideal target being the Coral World. What details can yo...
by nathanebht
Wed Jan 23, 2019 12:06 am
Forum: General Forum
Topic: Expansion\DLC plans?
Replies: 29
Views: 1128

Re: Expansion\DLC plans?

A new aquatic bio-engineering faction? Do they have squishy ships that grow bigger as they age?

What details can you provide on the terraforming revamp Arioch? Very curious what it will become.
by nathanebht
Tue Jan 22, 2019 3:03 pm
Forum: General Forum
Topic: Maybe stations should have a single shield bubble.
Replies: 21
Views: 902

Re: Maybe stations should have a single shield bubble.

... The only defensive tool a station needs is a warp interdictor. If you can't get a fighting force there in time, you've already lost. I did find the small defensive station useful somewhat early on in one game. My empire was spread out and attacked from more than one direction. I couldn't build ...
by nathanebht
Tue Jan 22, 2019 2:50 pm
Forum: General Forum
Topic: Suggestion: Make building super-dreadnoughts (and mobile planetoids) require capturing the ancient dreadnought first
Replies: 8
Views: 1169

Re: Suggestion: Make building super-dreadnoughts (and mobile planetoids) require capturing the ancient dreadnought first

I never get to use super-dreadnoughts on Hard difficulty. Perhaps their research and build costs should be lowered. Planetoid too. In all my games, its basically decided around the time its come to research them. The AI opponents won't have anything near my production, research, population or metal ...

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