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by nathanebht
Wed Jun 05, 2019 1:55 pm
Forum: General Forum
Topic: Suggestion - Game start with pre-explored
Replies: 7
Views: 113

Re: Suggestion - Game start with pre-explored

I like advanced start being an option in 4x games. Usually helps the AI and also saves some time.

However, I wouldn't give it a high priority. A more competitive, less cheaty AI would be more significant.
by nathanebht
Sun Jun 02, 2019 11:35 am
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 74
Views: 3577

Re: Testing Economic Balance Changes

Double-clicking to select ships. Not having a drag select. No select all ships key I can select ships with single-click: are you sure you need to double click on them (that should select all ships of that type and movement points left)? You can drag select by holding down CTRL No select all functio...
by nathanebht
Sat Jun 01, 2019 1:55 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 74
Views: 3577

Re: Testing Economic Balance Changes

I definitely enjoy large SiS battles. The turn-off to large battles is the user interface. Double-clicking to select ships. Not having a drag select. No select all ships key. When you have a large number of ships in a battle, also their starting layout is always frustrating. Your smallest ships way ...
by nathanebht
Fri May 31, 2019 7:23 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 74
Views: 3577

Re: Testing Economic Balance Changes

Didn't realize that hard difficulty had been made easier and that brutal was the new hard.

Think it would be better if there was a game creation setting for AI smarts and another for the AI getting free resources. Allow people finer control of their difficulty.
by nathanebht
Thu May 30, 2019 10:47 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 74
Views: 3577

Re: Testing Economic Balance Changes

Completed an Orthin game on hard difficulty. Upload game_8173.

With that recent patch change, this win was very easy to accomplish. The AI opponents expanded quite slowly and were behind on research. Orthin do have some nice advantages though.
by nathanebht
Tue May 28, 2019 1:31 am
Forum: Testing
Topic: Discontent populations, staffing, Scavengers, and Gaiads
Replies: 5
Views: 228

Re: Discontent populations, staffing, Scavengers, and Gaiads

Would be better if you could relocate all of the minor races. Just because your a plant doesn't mean we can't figure out a way to ship you. :lol:

We should also be able to attack a planet with a minor race to clear it out before we colonize it. Might be difficult with early tech though.
by nathanebht
Fri May 24, 2019 8:47 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 74
Views: 3577

Re: Testing Economic Balance Changes

Uploaded game_8157

By the way, the latest patch notes sound real nice. "Annexing an ally will now give you access to all their technologies and ship designs." And the changes with Androids.
by nathanebht
Wed May 22, 2019 8:22 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 74
Views: 3577

Re: Testing Economic Balance Changes

2019-05-22(38022) is causing an error when I try to load my latest Tinkers, hard difficulty save. No biggie. Was definitely going to win anyway. :D The AI will need to be able to cope with this new economy. It didn't seem to be building enough trade buildings. On hard difficulty, somehow the AI was ...
by nathanebht
Mon May 20, 2019 10:23 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 74
Views: 3577

Re: Testing Economic Balance Changes

Playing as the Tinkers on hard difficulty. Their Asteroid Outposts and Mobile Bases have zero upkeep costs. Well that's what it shows in the design and ship info screens. Would be better if they had a very minimal 1 gold upkeep cost. Feels off that they don't cost anything. Planet defense stations h...
by nathanebht
Thu Mar 28, 2019 1:41 pm
Forum: Modding
Topic: Planet trading, refits and AI
Replies: 7
Views: 837

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: 16
Views: 2025

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: 873

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: 1458

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: 2442

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: 30
Views: 4186

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 ...

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