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by Arioch
Sun Jun 16, 2019 4:09 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 882
Views: 267049

Re: Suggest - Features and Improvements

I do not propose taking away the bonus, but reducing it to a level where other combat options are still viable in comparison. Other options are just as "viable" as they are on other faction ships; they're just not optimal. Reducing the bonus will not change missiles still being optimal fo...
by Arioch
Sun Jun 16, 2019 2:04 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 882
Views: 267049

Re: Suggest - Features and Improvements

1. Reduce replenishment speed of munition for Tinker Forgery so that rockets are not clearly the best way to go when outfitting Tinker ships. This is like saying we should remove the Ashdar Colonials' bonus fighters because it makes carriers the best option for them. That's by design. The Tinkers F...
by Arioch
Fri Jun 14, 2019 7:22 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1590
Views: 488123

Re: Report - Current Bugs and Issues

Game_8237. Destroyers (normal, not Torpedo) at Canopus show Munitions in 7th slot, while in Ship Designer they only have 6. All warships that carry missiles have an inherent Munitions system, which can be hit and may explode. This does not take up a slot, and is distinct from the Extra Munitions sy...
by Arioch
Wed Jun 12, 2019 6:01 pm
Forum: General Forum
Topic: New DLC
Replies: 16
Views: 251

Re: New DLC

We always make new mechanics part of the base game. The only thing that requires purchase of the DLC is to play as the new faction.
by Arioch
Tue Jun 11, 2019 7:15 pm
Forum: General Forum
Topic: New DLC
Replies: 16
Views: 251

Re: New DLC

The gameplay purpose behind adding bombardment damage is to add a consequence to excessive bombardment to make it more of a choice, and to add a speed brake on one faction that is steamrolling another. It also, I think, adds an element of realism, since I don't think you can really bomb a planet bac...
by Arioch
Tue Jun 11, 2019 5:16 pm
Forum: General Forum
Topic: New DLC
Replies: 16
Views: 251

Re: New DLC

(Presumably this would only affect species that are normally well-suited for the available biomes - if you have to stay inside a habitat dome anyway, it doesn't matter all that much if the air outside is even more toxic than usual.) A good point. I think ideally the presence of ecological damage sh...
by Arioch
Mon Jun 10, 2019 8:17 pm
Forum: General Forum
Topic: New DLC
Replies: 16
Views: 251

Re: New DLC

I expect it will be some variant of purple.
by Arioch
Mon Jun 10, 2019 10:47 am
Forum: General Forum
Topic: New DLC
Replies: 16
Views: 251

Re: New DLC

I would like to include the ecological damage model in the updated terraforming mechanics, but we'll see how it works out. If the model is independent from the terraforming attributes of the planets (temp and pressure), it can be implemented independently right? Like if it uses a different metric o...
by Arioch
Sun Jun 09, 2019 10:10 pm
Forum: General Forum
Topic: New DLC
Replies: 16
Views: 251

Re: New DLC

The new DLC focuses on expanding the terraforming mechanic, and the new faction has special terraforming abilities.

I would like to include the ecological damage model in the updated terraforming mechanics, but we'll see how it works out.

Attached are some concept images related to the new DLC.
by Arioch
Tue Jun 04, 2019 7:52 am
Forum: General Forum
Topic: Suggestion - Game start with pre-explored
Replies: 7
Views: 115

Re: Suggestion - Game start with pre-explored

I for one don't savescum, at least not as a regular procedure for optimal play. If some folks do, that's fine, but I don't really think the mechanics of the game should be designed around it. The premise of the game is that starflight has just been rediscovered, so it doesn't make a lot of sense tha...
by Arioch
Mon May 27, 2019 9:50 pm
Forum: Testing
Topic: Discontent populations, staffing, Scavengers, and Gaiads
Replies: 5
Views: 387

Re: Discontent populations, staffing, Scavengers, and Gaiads

We're in the process of figuring out how to better implement the Unruly races. Whether they end up being able to staff buildings or not will depend on where the balance ends up.
by Arioch
Mon May 27, 2019 4:11 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 882
Views: 267049

Re: Suggest - Features and Improvements

An indicator on the galaxy map showing which systems has a plan that would benefit from a population type selected for transport The indicator could be something like a green plus sign and a pop icon above the system If you select a colonist for transport, you can then hover the mouse over any plan...
by Arioch
Wed May 15, 2019 6:03 am
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 77
Views: 4350

Re: Testing Economic Balance Changes

I think the AI should still provide a challenge on the harder difficulty modes. After a bit more playtesting, I decided the AI still felt too unthreatening, so I've reintroduced an old bonus in r38000. All AI's on normal or harder are now starting with an extra colony ship. I would suggest doing th...
by Arioch
Sat May 04, 2019 12:42 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1590
Views: 488123

Re: Report - Current Bugs and Issues

PrivateHudson wrote:I've got an impression that anti-missiles during defensive fire don't consume ammo. Is this intended?

Yes. Once upon a time it did, but I felt that it was both a gameplay problem and somewhat unrealistic that defensive fire should deplete offensive ammunition.
by Arioch
Wed Apr 24, 2019 4:49 pm
Forum: General Forum
Topic: AI loses to Harpies yet still builds colonies
Replies: 3
Views: 481

Re: AI loses to Harpies yet still builds colonies

The AI's interaction with the Star Harpies is... unusual, so I can imagine cases where a colony ship might be able to slip through.

Harpies don't attack planets, so if a colony is established, they won't bother it.

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