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by Arioch
Tue Dec 04, 2018 12:33 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 779
Views: 188981

Re: Suggest - Features and Improvements

Have the types of ships and their numbes listed next to each uther on the fleets tab instead of the count of all ships and displaying the most powerfull one This would help identifying fleets capable of planetary invasions, siege or fending off various compositions of enemy fleets The Fleet Report ...
by Arioch
Thu Nov 15, 2018 7:21 am
Forum: General Forum
Topic: Great Moments in Pacifism
Replies: 7
Views: 591

Re: Great Moments in Pacifism

nweismuller wrote:Who do you think you are, GLaDoS?

I'm not even angry. I'm being so sincere right now.
by Arioch
Thu Nov 15, 2018 6:19 am
Forum: General Forum
Topic: Great Moments in Pacifism
Replies: 7
Views: 591

Re: Great Moments in Pacifism

...and they all lived happily ever after. Except the ones who are dead.
by Arioch
Mon Nov 05, 2018 4:00 am
Forum: General Forum
Topic: SiS playable on Linux with Steam Play aka Proton
Replies: 2
Views: 204

Re: SiS playable on Linux with Steam Play aka Proton

Cool. What's your graphics adapter?
by Arioch
Wed Oct 31, 2018 4:33 pm
Forum: General Forum
Topic: The Phidi... in Stellaris Megacorp.
Replies: 2
Views: 324

Re: The Phidi... in Stellaris Megacorp.

Free Traders and Trading Posts seem appropriate.
by Arioch
Wed Oct 17, 2018 10:04 pm
Forum: Testing
Topic: Cheat Engine Speed Test
Replies: 1
Views: 338

Re: Cheat Engine Speed Test

Processes that are being throttled or explicitly timed and wait for ticks of the clock (like animations) will go faster if you speed up the clock, but processes that are going as fast as they can (like AI processing) won't go faster unless you somehow speed up the CPU, memory, or disk access.
by Arioch
Wed Sep 26, 2018 8:25 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 779
Views: 188981

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 Arioch
Tue Sep 25, 2018 5:22 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 779
Views: 188981

Re: Suggest - Features and Improvements

Also already mentioned before but really suggest ignoring ground troops during raid - it leads to awkward situations where two tanks and Assault Marine cannot caputre a single slave for 2 turns even though they have a 85% chance of conquering the planet itself. Why raid a colony if you have enough ...
by Arioch
Sun Sep 23, 2018 3:37 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 779
Views: 188981

Re: Suggest - Features and Improvements

Ion cannons were originally intended to be a different damage type (Charged), but this was never implemented. Charged weapons would do extra internal damage, but might be less effective against shields. Hopefully someday we'll be able to add this damage type. But no, I don't think Enveloping is an a...
by Arioch
Sun Sep 23, 2018 3:31 pm
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 36
Views: 3958

Re: Testing the Current Diplomacy Changes

If you as the player defy the outcome of the election, then everyone who is not your ally declares war on you. You are defying the will of the people, and so you are enemy number one, regardless of what the relations are with the faction that won. This is an alternative to the game simply ending if ...
by Arioch
Sun Sep 23, 2018 6:45 am
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 36
Views: 3958

Re: Testing the Current Diplomacy Changes

Only the player can reject the result and choose to keep playing. The AI can't reject the result -- if you win, it's over. We need to add a "Win" UI element that gives the player the opportunity to stop playing after a win, to avoid the feeling that the game never ends. Hopefully that will...
by Arioch
Fri Sep 21, 2018 4:46 pm
Forum: General Forum
Topic: The economy, stupid
Replies: 12
Views: 1020

Re: The economy, stupid

The benefit here is that implementation effort is minimal and it would "slightly" decrease surplus of AI and player (the topic of this thread) withouth forcing the player into a fixed development path or the AI to go pankrupt (as the AI does not spam bases anymore). another benefit is imm...
by Arioch
Thu Sep 20, 2018 12:26 am
Forum: General Forum
Topic: The economy, stupid
Replies: 12
Views: 1020

Re: The economy, stupid

The upkeep cost of starbases could surely be increased by now right? This wouldn't upset AI economy as it is not spamming these anymore, but make budgets a but tighter and it feels odd that massive stations cost almost nothing to maintain What would be the gameplay benefit of increasing the upkeep ...
by Arioch
Tue Sep 18, 2018 9:06 pm
Forum: General Forum
Topic: The economy, stupid
Replies: 12
Views: 1020

Re: The economy, stupid

I would have thought that this is precisely the constraint an AI must consider: Not to bankrupt itself while attempting to prioritize its spending. So does the AI need money at all? The AI mostly follows the same rules as the player regarding money; it receives income from the same sources and has ...
by Arioch
Thu Sep 13, 2018 10:16 pm
Forum: General Forum
Topic: The economy, stupid
Replies: 12
Views: 1020

Re: The economy, stupid

The AI doesn't use exactly the same rules as the player does regarding all resources; in particular, they deal with metals in a very different way, and so an AI empire will very rarely have stored metal. So it's not that useful to look at the AI's resource balances to judge its behavior. The AI can ...

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