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by AMX
Mon Jul 01, 2019 8:09 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 215
Views: 11577

Re: Testing Economic Balance Changes

Like I said: putting another hard limit on the amount of ships will change this as it gives a secondary value to all ships. In the above particular example: If metal is piling up due to the player having hit the coin limit, the advantage of metal efficiency disappears: If the coin system is working...
by AMX
Mon Jul 01, 2019 4:57 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 215
Views: 11577

Re: Testing Economic Balance Changes

Yeah, it's a feature that's been on my TODO list for years now. One of these days, I may actually find the time to code it up ;) Wouldn't recommend it: if you have a low entry-level option to simulate battles, that reduces the value of galaxy battles. I have noticed this on myself in Total War game...
by AMX
Sun Jun 16, 2019 1:47 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 905
Views: 287709

Re: Suggest - Features and Improvements

Asteroid Stations replace regular Space Stations; they're not supposed to compete with Starbases. It's true that the extra armor is not very useful on a civilian station, but the advantage of an asteroid station is that they're cheaper than regular space stations. The cost of building a regular spa...
by AMX
Tue Jun 11, 2019 8:46 am
Forum: General Forum
Topic: New DLC
Replies: 26
Views: 1026

Re: New DLC

The pollution/fallout would be a different metric, but I could see it interacting with the terraforming system. Heavy ecological damage could affect the temperature of the planet ("nuclear winter"), which might push the terraforming meter in one direction or the other. Sounds good: nuclea...
by AMX
Mon Jun 10, 2019 5:54 pm
Forum: General Forum
Topic: Latest playthroughs, more feedback/bugs
Replies: 2
Views: 89

Re: Latest playthroughs, more feedback/bugs

What do you mean with "Yorthin"?
Yoral or Orthin?
by AMX
Tue Jun 04, 2019 6:43 pm
Forum: General Forum
Topic: Suggestion - Game start with pre-explored
Replies: 7
Views: 455

Re: Suggestion - Game start with pre-explored

Lore-wise, I could see "before we started building interstellar ships we experimented with unmanned probes, and collected some data about the surrounding systems in the process."
But that would beg the question why all scouting during the game has to be done with ships... :|
by AMX
Wed Apr 24, 2019 4:08 pm
Forum: General Forum
Topic: AI loses to Harpies yet still builds colonies
Replies: 3
Views: 674

Re: AI loses to Harpies yet still builds colonies

Probably a bug - I suspect the "AI colonises planet" event gets resolved before the "Harpies attack AI fleet" event.

Do you happen to have a save where it happened, to make it easier to debug?
by AMX
Sat Mar 30, 2019 9:29 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1604
Views: 518410

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: 95
Views: 55456

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: 12
Views: 2395

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: 1604
Views: 518410

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: 2848

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: 30
Views: 5969

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: 8157

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: 8421

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 ...

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