Search found 20 matches

Go to advanced search

by zenopath
Sun Feb 28, 2021 4:01 am
Forum: General Forum
Topic: The AI might be a little too willing to nuke worlds.
Replies: 4
Views: 8754

Re: The AI might be a little too willing to nuke worlds.

I think there are two basic options. You could add in a “selective bombing” type to the invasion screen, costs 2 or 3x as many bombs to use, but it has a much lower civilian population casualty rate. That way, if the AI has massive fleets it can use this against the player or another AI to capture w...
by zenopath
Thu Feb 25, 2021 5:55 am
Forum: General Forum
Topic: The AI might be a little too willing to nuke worlds.
Replies: 4
Views: 8754

The AI might be a little too willing to nuke worlds.

This is kind of an interesting thought for me, because it isn't immediately obvious why this is a problem. First consider it from the point of view of the player, a player who uses bombardment to nuke worlds is at a serious disadvantage because recolonizing every world would be expensive and you los...
by zenopath
Wed Feb 17, 2021 6:57 pm
Forum: General Forum
Topic: Does anyone know the HP of missiles and fighters?
Replies: 1
Views: 6740

Does anyone know the HP of missiles and fighters?

I'm curious as to what the hp of missiles and fighters look like. Does armor tech affect how much they have? It seems to me like anti-missile rockets are a lot more effective than lasers, is that because defense lasers need multiple hits to blow up each missile? Does the 8 damage of an antimatter an...
by zenopath
Wed Feb 17, 2021 6:02 pm
Forum: General Forum
Topic: The AI does not know fear (when it really should)
Replies: 16
Views: 20389

Re: The AI does not know fear (when it really should)

In the formula posted for combat strength, that should really be additive, not multiplicative. If a superdreadnought has 500 defence and 500 attack power, it shouldn't count as being worth 25x as much as a ship with 100 defence and 100 attack power, as there is no way a superdreadnought could solo a...
by zenopath
Wed Feb 17, 2021 12:25 am
Forum: General Forum
Topic: The AI does not know fear (when it really should)
Replies: 16
Views: 20389

Re: The AI does not know fear (when it really should)

The yoral torped destroyer armed with AM missiles is so incredibly broken. I love the little ship, it does suffer in late game a bit against enemies armed with a lot of lasers. The solution is always to just build more. Local point defense gets overwhelmed, especially if you close in close enough to...
by zenopath
Sat Feb 13, 2021 4:56 am
Forum: General Forum
Topic: The AI does not know fear (when it really should)
Replies: 16
Views: 20389

The AI does not know fear (when it really should)

This happened to me a lot during my last game as yorals. I had a full antimatter torpedo destroyer fleet. There is nothing deadlier, honestly, yorals are OP because of that one simple ship. That's not the problem. The problem is that whatever code the AI uses to calculate the odds of beating you in ...
by zenopath
Thu Feb 11, 2021 1:31 am
Forum: General Forum
Topic: The AI does not prioritize research well.
Replies: 0
Views: 8187

The AI does not prioritize research well.

The biggest reason the player is able to stomp the AI after an initial difficulty spike in brutal difficulty has to do with the player being more focused on building as much population as possible. It doesn't seem like the AI ever researches cloning or habitat domes until very late in-game. This mea...
by zenopath
Sat Feb 06, 2021 5:55 pm
Forum: General Forum
Topic: Small Quality of Life Improvement Request
Replies: 3
Views: 8965

Re: Small Quality of Life Improvement Request

I get why worrying about exploits in a single-player game isn't really all that important. After all, if a player wants to cheat in a single-player game, who cares. The fact that you could spam troops round after round by emptying out carriers and using instant refit, potentially making dozens per t...
by zenopath
Fri Feb 05, 2021 4:15 pm
Forum: General Forum
Topic: Small Quality of Life Improvement Request
Replies: 3
Views: 8965

Small Quality of Life Improvement Request

Armed military ships that berth troops should be the last ships to unload their troops if they are in a fleet with unarmed transports carrying troops when unloading troops to a world. They should also immediately refill their troop type from any basic transport if they lose their cargo in an invasio...
by zenopath
Tue Feb 02, 2021 9:17 pm
Forum: General Forum
Topic: Cant stop tinker asteriod outposts
Replies: 2
Views: 8994

Cant stop tinker asteriod outposts

Its kinda weird that tinkers are the only race that can just freely plop down their asteriod outposts in systems you have ships in. Other races give you a chance to hail their outpost ships and tell them you consider this system part of your territory. But the only way to stop tinker outposts is to ...
by zenopath
Tue Feb 02, 2021 12:39 am
Forum: General Forum
Topic: Is there a downside to breaking peace treaties?
Replies: 8
Views: 14689

Re: Is there a downside to breaking peace treaties?

Yeah its pretty weird. Another situtation that annoys me is when you rescue or annex a human colony from a group of death head pirates. Seventy years later that world is a thriving hub with multiple species, but human AI will still come along and be like: "So I notice you have found a former hu...
by zenopath
Tue Feb 02, 2021 12:36 am
Forum: General Forum
Topic: Production queue should allow us to do 5 things per turn.
Replies: 4
Views: 10172

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

Well, 5 items is better than more 4x games. I figured out what I was doing wrong, I didn't realize the way refitting a new ship put the old ship refit job on the list of items you could do, but have to que them again. That extra step of finding the jobs and queuing them up is a little counterintuiti...
by zenopath
Sun Jan 31, 2021 1:44 am
Forum: General Forum
Topic: Found an exploit of sorts...
Replies: 4
Views: 10214

Found an exploit of sorts...

Well, it's not technically an exploit so much as it is bad pathfinding. You can get enemy ships stuck on planets if your ship is fast enough to turn around and run behind the planet you are defending. This allows you to conduct long-range attacks past the planet, like say, if you are playing tinkers...
by zenopath
Mon Jan 25, 2021 10:05 pm
Forum: General Forum
Topic: Is there a downside to breaking peace treaties?
Replies: 8
Views: 14689

Re: Is there a downside to breaking peace treaties?

Well, it should at least cause the AI to stop offering you free systems. "Fool me once, shame on you, fool me twice, shame on me." I also find it amusing that the AI will start asking for their systems back if you agree to a peace treaty. AI: "Please give me back X system." ME: &...
by zenopath
Thu Jan 21, 2021 7:30 pm
Forum: General Forum
Topic: Is there a downside to breaking peace treaties?
Replies: 8
Views: 14689

Is there a downside to breaking peace treaties?

So the AI offers me a system if I call off my war. I say yes, because I know I'll save some tanks and have fewer collateral damage. I take a few turns to gather up my troops, reorganize a bit, move my fleets to a more advantageous position. A few turns later I just attack again, having benefited fro...

Go to advanced search