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by AMX
Sat Mar 30, 2019 9:29 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1555
Views: 438788

Re: Report - Current Bugs and Issues

When humans salvage a battlecruiser, they get the (worthless) 'Battlecruiser' tech. Wouldn't it make more sense to get the tech equivalent, Dreadnoughts (unlocking Battleship)? Some races have both Battlecruisers and Dreadnoughts (Gremak and Orthin). But you're right that capturing a tech that does...
by AMX
Sun Feb 10, 2019 3:34 pm
Forum: Testing
Topic: Please Report Missing and/or Placeholder Text
Replies: 93
Views: 42452

Re: Please Report Missing and/or Placeholder Text

The description for the Built-In slots says "Missing INFO"
by AMX
Sun Feb 10, 2019 1:25 pm
Forum: General Forum
Topic: First impressions and lots of suggestions
Replies: 10
Views: 878

Re: First impressions and lots of suggestions

I agree, different engine types would definitely be interesting; or maybe just engine mods, unlocked by the techs that currently give a flat speed bonus. Either way, ships would need a new "Engine" slot. (Or maybe "Main Engine", to distinguish it from the extra "Manouvering ...
by AMX
Tue Jan 08, 2019 10:00 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1555
Views: 438788

Re: Report - Current Bugs and Issues

Noticed that Marauders do not offer slave types that can be found in their direct vicinity. Is this still due to the Marauders not attacking the AI? If yes, this might slowly be lifted now that the Marauders have been nerfed a bit game_7526: Once again running into the old bug where Marauders get s...
by AMX
Tue Jan 08, 2019 7:56 am
Forum: Modding
Topic: any feedback on which mods were implemented in vanilla
Replies: 10
Views: 2023

Re: any feedback on which mods were implemented in vanilla

In terms of what the player can see, it's sufficient for the Marauder bases to have slaves of the appropriate races from its neighbors (which I think it already does). Although having the AI and Marauders fight sounds cool, the player doesn't see it, so all it does is weaken the AI factions. I can'...
by AMX
Sun Dec 30, 2018 1:35 pm
Forum: General Forum
Topic: Maybe stations should have a single shield bubble.
Replies: 28
Views: 2225

Re: Maybe stations should have a single shield bubble.

zolobolo wrote:Rotation of facing to disperse damage over multiple shield segments is an exploit of the gmae mechanics as far as I can tell and not a feature.

I'm pretty sure it's an intended feature, particularly considering that there are weapons specifically designed to counter it.
by AMX
Sat Dec 22, 2018 9:54 pm
Forum: Testing
Topic: AIs and terrible planet builds
Replies: 19
Views: 4814

Re: AIs and terrible planet builds

Maybe it would be better if the fillers were settings, rather than projects?
So a planet set to "research" would do research every time it's not building anything, without the player having to re-queue research after issuing a build order.
by AMX
Mon Nov 19, 2018 4:56 pm
Forum: Testing
Topic: So, What’s Next?
Replies: 16
Views: 5243

Re: So, What’s Next?

Looks like Sven forgot to update the Development Changelog thread... plus, the in-game changelog has the updates from last week mixed in with the updates from yesterday. So, untangling a bit, here's everything newer than 2018-06-16 (last entry in the thread)... Patch notes for 11/18/2018: * Reduced ...
by AMX
Mon Nov 05, 2018 9:38 pm
Forum: General Forum
Topic: where is "hostile environment cost"?
Replies: 4
Views: 1221

Re: where is "hostile environment cost"?

edit: I've tried setting up visual studio, but I'm getting an error that VS is not set up to receive hints, and VS crashes. :? Sorry. I couldn't get Visual Studio to work properly either - I think I got past this problem, but then I ran into another crash and gave up. Sven added support for VSCode ...
by AMX
Wed Sep 26, 2018 1:20 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 836
Views: 237011

Re: Suggest - Features and Improvements

FWIW, the idea that raiders might land in a remote part of the planet, grab what/who they can, and then run like hell before the garrison can bring the hammer down on them seems perfectly logical to me.
by AMX
Mon Sep 24, 2018 3:58 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 836
Views: 237011

Re: Suggest - Features and Improvements

When a victory condition is met, the game shows a popup summing it up and informing you race X has won. Then you can continue the game. But the popup is repeated over and over every turn, which I found really annoying and distracting. Please show it once. I like the game very much overall. Very goo...
by AMX
Mon Sep 03, 2018 2:07 pm
Forum: General Forum
Topic: Short naive questions
Replies: 32
Views: 4635

Re: Short naive questions

One thing I did seem to stumble across that is very confusing: Am I correct in seeing that bonuses to weapons which the game calls "modifications" (such as armour-piercing, rapid-fire, accurate for lasers, for example) actually need to be clicked on in the ship designer or else they do no...
by AMX
Sat Sep 01, 2018 1:25 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1555
Views: 438788

Re: Report - Current Bugs and Issues

Pretty sure that's because all the pops are <1 million, so the rebels can't provide any militia units for the ground combat.
by AMX
Sun Aug 12, 2018 9:36 am
Forum: General Forum
Topic: Improvement suggestions from a first play-through
Replies: 9
Views: 2027

Re: Improvement suggestions from a first play-through

Part of the reason for this is the ship speed which really is way to slow for at the end of the game even for such a small map it takes 25 turns to cross. That's what Cheapgates are for - since their labor cost is zero, you can just spam them everywhere. So as soon as you have a colony near the tar...
by AMX
Thu Aug 02, 2018 4:23 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1555
Views: 438788

Re: Report - Current Bugs and Issues

Not sure what's up with the turn blocker, but the loss of control is probably because you have the AI enabled for the player faction - AFAIK neither disabling ai_dev nor removing show_hidden_options.bool reverts that, you have to click on "Teros (AI)" so it goes back to "Teros".

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