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by PrivateHudson
Fri Jan 15, 2021 11:59 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1728
Views: 986446

Re: Report - Current Bugs and Issues

If I understand correctly, primitive races should not benefit from the Militia tech. However, today threshers were shown in bomb/invade dialog as strength 2 militia.
by PrivateHudson
Thu Jan 14, 2021 9:23 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1728
Views: 986446

Re: Report - Current Bugs and Issues

Humans declared war over declined territorial ultimatum. My allies Phidi have come to my aid. When several turns later the ultimatum target system was emptied (I withdraw asteroid outpost from there), I agreed to Humanity ceasefire. To my surprise, Phidi/Human war continued apace.
by PrivateHudson
Fri Jan 08, 2021 10:22 am
Forum: General Forum
Topic: Question: planetary defence 2 and 3
Replies: 8
Views: 800

Re: Question: planetary defence 2 and 3

zolobolo wrote:You also only need to build PD once on a planet not 3 times if I recall correctly and you will get all the slots: if these were three differnt buildings they would also logically need to be built x3
Nope. Has to build 3 different buildings. Why it's so embarrassing.
by PrivateHudson
Thu Jan 07, 2021 3:05 pm
Forum: General Forum
Topic: Question: planetary defence 2 and 3
Replies: 8
Views: 800

Re: Question: planetary defence 2 and 3

Wouldn't it be easier and more intuitive to just give the player what he has built? Built PD1 - got 2 slots of whatever he chooses. Built PD2 - another 3 slots, to 5 total. PD3 - plus 4 more, 9 in total.
by PrivateHudson
Thu Jan 07, 2021 2:56 pm
Forum: General Forum
Topic: Production queue should allow us to do 5 things per turn.
Replies: 2
Views: 364

Re: Production queue should allow us to do 5 things per turn.

Huh? The colony already can produce several queued things in one turn, including refits. Just like research.
by PrivateHudson
Wed Jan 06, 2021 7:01 pm
Forum: General Forum
Topic: Military transports are too strong
Replies: 9
Views: 776

Re: Military transports are too strong

Once again something along the lines of MoO 2, where moving ships can't be boarded without shuttles or transporters, seems more balanced. Probably - but it would be good if it were easier to disable engines in that case. Leech missiles I think are the only thing that does? You mean EMP missiles? AF...
by PrivateHudson
Wed Jan 06, 2021 10:57 am
Forum: General Forum
Topic: Question: planetary defence 2 and 3
Replies: 8
Views: 800

Question: planetary defence 2 and 3

For the first time in almost 2 years of playing SiS, I built planetary defence 2 and 3 (quite expensive techs, you know). And was shocked by the fact that they aren't cumulative, the latter simply replaces the former in combat! Is it really working as intended, or it's a bug? Still can't believe tha...
by PrivateHudson
Wed Jan 06, 2021 10:50 am
Forum: General Forum
Topic: Military transports are too strong
Replies: 9
Views: 776

Re: Military transports are too strong

Once again something along the lines of MoO 2, where moving ships can't be boarded without shuttles or transporters, seems more balanced.
by PrivateHudson
Fri Jan 01, 2021 6:34 am
Forum: General Forum
Topic: Military transports are too strong
Replies: 9
Views: 776

Re: Military transports are too strong

So, the option of capturing ships with military transports is pretty OP. And how then you call carriers with shuttles stationed in hangars, plus some missiles to distract victim's PD? Available even to Yoral and Tinkers. Boarding is seriously OP, and for me is the only method to tackle superior ene...
by PrivateHudson
Sun Dec 27, 2020 2:12 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1728
Views: 986446

Re: Report - Current Bugs and Issues

Game_9765. Yoral declared war and offered open ports treaty in the same turn. Accepting creates absurd situation - war along with agreement.
by PrivateHudson
Wed Dec 16, 2020 1:58 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1124
Views: 624887

Re: Suggest - Features and Improvements

Does it make sense to not end tactical combat while there still are missiles/torpedos/fighters flying to their targets, even if all that side's ships/orbitals/ground installations have been destroyed? Could make battles, especially early ones, more 'fair', allowing loosing side to do more damage to ...
by PrivateHudson
Mon Nov 30, 2020 12:41 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1124
Views: 624887

Re: Suggest - Features and Improvements

Why there is diplomatic penalty for "You are trading with our enemies", but not for "Your open ports treaty provides range to our enemies", after all the latter is potentially much more offending? In my current game I maintain uneasy peace with neighbour outrun megaempire, while ...
by PrivateHudson
Thu Nov 26, 2020 10:42 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1124
Views: 624887

Re: Suggest - Features and Improvements

Suggest to upgrade missile auto-retargeting algorithm (and fighter pilots instructions, for good measure) to ignore disabled ships. Especially if they are mine, peacefully waiting recapture on the battlefield.
by PrivateHudson
Thu Nov 26, 2020 11:56 am
Forum: Testing
Topic: Please Report Missing and/or Placeholder Text
Replies: 114
Views: 126156

Re: Please Report Missing and/or Placeholder Text

Notification about won space battle says "Our ships were victorious", even when all you had in battle was ground defences. Suggest to replace "ships" with "forces".
by PrivateHudson
Thu Nov 26, 2020 11:07 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1124
Views: 624887

Re: Suggest - Features and Improvements

There is a window to abuse alliance mechanic. When you attack someone's colony without DoW, the colony owner automatically DoWs you, and you appear to your allies as a victim, while you clearly are aggressor. Suggest to equate attack on a colony (and, possibly, even outpost) to DoW.

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