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by Dragar
Thu Oct 11, 2018 10:48 pm
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 34
Views: 2611

Re: Testing the Current Diplomacy Changes

Phew. There was an error when the Phidi offered to merge their empire with mine, so I had to play out the game with two allies rather than one empire, but victory was finally mine. Ashdar Colonial carriers are excellent craft.
by Dragar
Thu Oct 11, 2018 6:15 pm
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 34
Views: 2611

Re: Testing the Current Diplomacy Changes

Ah, right! It was actually close at one point, but I managed to take the lead and get the votes. Let's see if I can wrap it up!

(On hard, by the way.)
by Dragar
Thu Oct 11, 2018 2:27 pm
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 34
Views: 2611

Re: Testing the Current Diplomacy Changes

Had an excellent game last night (that I intend to finish tonight) where the galaxy fairly naturally fragmented into factions. I did find it was pretty easy to 'pick my battles'; I might have had to go to war with one faction to keep another happy (rather than, previously, stay friends with everyone...
by Dragar
Wed Oct 10, 2018 10:33 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1514
Views: 337030

Re: Report - Current Bugs and Issues

Something from the Steam Forums that I think Arioch has seen, but I don't want lost in the noise: Ok, so it's a bug that orbital pops aren't staffing ground facilities. That's my main problem with them. This planet is 1/6 + 4 and can't staff 2 mines. http://steamcommunity.com/sharedfiles/filedetail...
by Dragar
Thu Sep 27, 2018 8:43 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 774
Views: 178765

Re: Suggest - Features and Improvements

Arioch, when do you envision us (as players!) raiding worlds for slaves, rather than taking the planet? Frontier colonies with small populations and lacking defensive infrastructure are practical targets for slaver raids (and this is usually the situation in which you find such slave raiders in sci...
by Dragar
Tue Sep 25, 2018 9:47 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 774
Views: 178765

Re: Suggest - Features and Improvements

Arioch, when do you envision us (as players!) raiding worlds for slaves, rather than taking the planet?
by Dragar
Sun Sep 23, 2018 5:05 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 774
Views: 178765

Re: Suggest - Features and Improvements

I think that's just what Airoch said. Ion cannons were supposed to do system damage.
by Dragar
Wed Aug 01, 2018 4:18 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 774
Views: 178765

Re: Suggest - Features and Improvements

A suggestion to make battles a bit more interesting: a) 'Lance' type weapons, fired forwards (usually) with a very narrow arc of fire, only mountable on larger ships. Given limited turning abilities, this would make positioning a bit more interesting. b) Weapons that reduce movement power ('inertial...
by Dragar
Thu Jul 12, 2018 10:08 am
Forum: Testing
Topic: The AI fleeing battle
Replies: 8
Views: 784

Re: The AI fleeing battle

Yes, that's a big disadvantage of even heavy beam weapons - vessels can usually flee before they engage. I usually include several carriers or missile boats for point defense and to pick off retreating vessels. You could also try adding ships with additional engines to close a bit closer, but it's o...
by Dragar
Wed Jul 11, 2018 9:37 am
Forum: Testing
Topic: The AI fleeing battle
Replies: 8
Views: 784

Re: The AI fleeing battle

Retreats are rarely without some attrition if you pack enough long range weapons. If you are seriously outnumbering an AI fleet, the AI is entirely correct to retreat - and either you have a huge numbers advantage, or your forces are deployed wrong. One huge fleet can only be in one location at a ti...
by Dragar
Mon Jul 02, 2018 9:39 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 774
Views: 178765

Re: Suggest - Features and Improvements

Operating on the current beta (r37643), I'm seeing the Ashdar Colonials producing tons of military transports.

(I'd love to attach a save, but I cannot!)
by Dragar
Mon May 14, 2018 3:21 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 774
Views: 178765

Re: Suggest - Features and Improvements

When hovering my mouse over a planet in the list overview, could the system it occupies be highlighted somehow on the galaxy map (even just having a glowy aura)? I just noticed that something close to this already exists - when hovering over a planet in the list overview, the little planets on the ...
by Dragar
Fri May 04, 2018 10:31 am
Forum: General Forum
Topic: Area Coverage vs Close-In Point Defence
Replies: 10
Views: 1060

Re: Area Coverage vs Close-In Point Defence

On the topic of new weapon types -- A true AOE weapon is another piece I think we'd all like to see added to the game, there my main concern is that most template weapons would be *exceedingly* effective against missile/ fighters. Perhaps that's just physics though, and we'd be making a mistake to ...
by Dragar
Thu Apr 26, 2018 9:09 pm
Forum: General Forum
Topic: Boarding Mechanic
Replies: 28
Views: 3490

Re: Boarding Mechanic

That actually sounds splendid.
by Dragar
Wed Apr 25, 2018 5:28 pm
Forum: General Forum
Topic: Boarding Mechanic
Replies: 28
Views: 3490

Re: Boarding Mechanic

zolobolo wrote:If you think abouth it, that is why Military Transports exist as they do in the game in the first place


Ah, true. I guess it might be easier to make the design consistent by actually adding the ground-invasion functionality, then!

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