Search found 276 matches

Go to advanced search

by harpy eagle
Sat Aug 25, 2018 10:47 am
Forum: Modding
Topic: Strategic AI Mod
Replies: 88
Views: 6122

Re: Strategic AI Mod

I think we have a good picture for how mercenary hiring AI would look now, probably something like this: Budgeting for Mercenaries: - budget based on coin income vs mercenary upkeep - reserve a small amount of coin income * number of planets for economy, and of the rest spend no more than half on me...
by harpy eagle
Sat Aug 25, 2018 9:08 am
Forum: Modding
Topic: Ship Damage Mod
Replies: 13
Views: 1875

Re: Ship Damage Mod

Can you please also set normal damage for planets? Note: the mod gives consdierable advantage to ships using repair module which Tinkers do per default :) I should pay closer attention to how well those ships do, but I did play some battles against AI Tinker and didn't notice them being that much h...
by harpy eagle
Fri Aug 24, 2018 4:59 pm
Forum: Testing
Topic: cheating AI and inept allies
Replies: 4
Views: 257

Re: cheating AI and inept allies

2. Allies flee when they have the advantage but help when they have no chance. This is the most aggravating. In a combined effort to stop an invading force, when our combined fleets would be able hold them off, my allies run to the next star system, leaving me out numbered. Yet, when they have bare...
by harpy eagle
Thu Jul 12, 2018 8:23 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 771
Views: 169342

Re: Suggest - Features and Improvements

Something should probably be done about the ship design UI to make it clearer that the list of available mods for a part can be interacted with. It seems like a common issue that people don't realize that you can enable mods in the ship designer (I also have to admit that when I started playing I wa...
by harpy eagle
Thu Jul 12, 2018 8:16 pm
Forum: General Forum
Topic: Gremak hereditary monarchy
Replies: 11
Views: 875

Re: Gremak hereditary monarchy

So if I'm parsing things correctly, it's less hereditary in principle and more because the natural advantages (size, poison, coloration) of the aristocratic lineages make them the best situated to seize a position of power once they hit adulthood? From the sound of it, it's hereditary because those...
by harpy eagle
Mon Jun 04, 2018 3:08 pm
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 33
Views: 1875

Re: Testing the Current Diplomacy Changes

3. Large relationhip penalty if voting against alliance member if they have more pop (This is probably the best way to emulate the will to "win" for the AI as it serves as a soft mechanic to make the AI "aware" of the competition that serves as the key motivating factor for play...
by harpy eagle
Wed May 30, 2018 3:21 pm
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 33
Views: 1875

Re: Testing the Current Diplomacy Changes

Sounds really promising! Won't be able to try out the new changes for a bit (in the middle of moving house, and some projects on the go) but I'm really looking forwards to playing my next game.
by harpy eagle
Fri May 25, 2018 1:31 pm
Forum: Modding
Topic: Strategic AI Mod
Replies: 88
Views: 6122

Re: Strategic AI Mod

I think it is safe to assume that mercanary hiring and ensavement/hqarmonisation will not be touched upon in the near future with the update for diplomacy around the corner and the DLC seemeingly being underway which will surely shake up some of the systems in late game (or at least terraforming) I...
by harpy eagle
Fri May 25, 2018 1:17 pm
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 24
Views: 1823

Re: Autodesign and AI Ship Variety

There are several version of ships occuring with no visible difference Especially for Humans: thre are three starting Destroyer, Light Cruiser and Heavy Cruiser designs - all the same. Yeah, doing it that way made implementation a bit simpler and I figured it was harmless, since the player never se...
by harpy eagle
Fri May 25, 2018 6:22 am
Forum: Modding
Topic: Strategic AI Mod
Replies: 88
Views: 6122

Re: Strategic AI Mod

I don't think so. I did have some variations on the AI strategy cards system sitting around, but I wasn't really satisfied with it, so it was never released. If sven doesn't get to it first I'd like to someday look into what it might take to implement mercenary hiring for AI Phidi and enslavement fo...
by harpy eagle
Tue May 22, 2018 7:26 pm
Forum: Testing
Topic: Default population in building colony ship/colony should be main race.
Replies: 11
Views: 1017

Re: Default population in building colony ship/colony should be main race.

Aha, didn't read the OP close enough. Thought the problem was that he couldn't switch out the race, not that he forgot to. Well, fair enough I guess.
by harpy eagle
Tue May 22, 2018 6:02 pm
Forum: Testing
Topic: Default population in building colony ship/colony should be main race.
Replies: 11
Views: 1017

Re: Default population in building colony ship/colony should be main race.

The problem with always using the faction's primary race is that it can deplete the planet of that race, sometimes leading to morale problems, especially in the early game. Another option is to have a distinct colony ship build option in the build menu for each available race, but this can really c...
by harpy eagle
Tue May 22, 2018 5:56 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 771
Views: 169342

Re: Suggest - Features and Improvements

2 New modules for an outpost Laboratory module As it is now, the gas giants have no value and rather "take up space" in the system. How about adding a researchable module "Laboratory Module" (maybe the tech could come directly after Xenology and demand that the Habitat module is...
by harpy eagle
Fri May 11, 2018 10:16 pm
Forum: Modding
Topic: OpenHint extension crashes Visual Studio
Replies: 7
Views: 721

Re: OpenHint extension crashes Visual Studio

sven wrote:Now, if everything is working, the game should start in debug mode, and you should have access to both CTRL+click hotkeys and the ability to set breakpoints / view stack traces.

That's pretty awesome, I'm sure it will come in handy :D
by harpy eagle
Tue May 08, 2018 3:19 pm
Forum: General Forum
Topic: Best PD?
Replies: 4
Views: 703

Re: Best PD?

Well let's see. Defense primaries have an average damage of 10, while defense turbolasers have an average damage of 4. When you add rapid fire though, defense turbolasers still do only 8 damage, so in terms of raw damage output the defense primaries are better. Fightercraft typically have 20 or 30 h...

Go to advanced search