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by Captainspire
Fri Dec 09, 2016 4:08 am
Forum: Testing
Topic: It was a brutal journey
Replies: 2
Views: 2175

It was a brutal journey

I won on brutal with the Germak on a small and normal map. The 1st time around I ran the universe into a stalemate, having only 3 other factions alive and me being super friendly with them all The 2nd was a lot more fun. I got the upper hand pretty quick and expanded in a small universe pretty fast....
by Captainspire
Fri Dec 09, 2016 3:54 am
Forum: Testing
Topic: Viscoids
Replies: 7
Views: 4065

Re: Viscoids

I couldn't transport or move any of them off the planet and my resources were so stretched thin, I was waiting for some temporary research option to "train" them into some usable population. Nope, they bread like tribbles and were just about as useful.
by Captainspire
Wed Dec 07, 2016 3:26 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1689
Views: 705527

Re: Report - Current Bugs and Issues

Possible problem : No bonus from two space stations with Construction modules on them. Uploaded "Game_1606" Construction modules don't provide bonuses; they are a requirement for building larger classes of ships (you need one for cruiser-class ships or colony ships, and a second for capit...
by Captainspire
Wed Dec 07, 2016 1:33 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1689
Views: 705527

Re: Report - Current Bugs and Issues

Possible problem: No bonus from two space stations with Construction modules on them.

Uploaded "Game_1606"
by Captainspire
Mon Dec 05, 2016 8:51 pm
Forum: Testing
Topic: Viscoids
Replies: 7
Views: 4065

Viscoids

If I'm spelling it right, just consume space on a planet and food. There is no way to remove them from a planet. Is there any way to kill/convert them?
by Captainspire
Wed Nov 30, 2016 6:00 am
Forum: Testing
Topic: Wow
Replies: 0
Views: 2070

Wow

Image

Now I know where those performance issues come in when you got 100+ planets.

This is a universe with just 50 planets!
by Captainspire
Wed Nov 30, 2016 3:48 am
Forum: Testing
Topic: Carriers possible balance issues
Replies: 12
Views: 5861

Re: Carriers possible balance issues

Point defense will be less effective against bombers than missiles; a point defense "hit" on a bomber will have a chance to make the bomber miss its attack and waste the ordnance. This should result in a fairly similar amount of damage per bombing run, but more bombers will survive to ret...
by Captainspire
Wed Nov 30, 2016 3:38 am
Forum: General Forum
Topic: Thesis on why Germak suck
Replies: 15
Views: 8073

Re: Thesis on why Germak suck

I haven't lost a game yet when playing the Germak.
by Captainspire
Tue Nov 29, 2016 3:15 pm
Forum: Testing
Topic: Carriers possible balance issues
Replies: 12
Views: 5861

Re: Carriers possible balance issues

16 point defense guns only took out one bomber? On another turn, 8 standard Coilguns only took out 2 or 3 bombers and sometimes none. With a 140% hit rate that is really frightening. I'm also pretty sure that the description of the PD guns was designed to take out missiles and "smaller crafts&q...
by Captainspire
Tue Nov 29, 2016 12:04 pm
Forum: Testing
Topic: Carriers possible balance issues
Replies: 12
Views: 5861

Re: Carriers possible balance issues

bjg wrote:Seems like carriers are becoming useful. ;)
Are they expensive enough?


Yea but it's making all other ships useless and I mean useless.
http://i.imgur.com/LybMq3u.jpg
http://i.imgur.com/xi1Fpsw.jpg

Uploaded "game_1569" for fleet in action
by Captainspire
Mon Nov 28, 2016 3:34 pm
Forum: Testing
Topic: Carriers possible balance issues
Replies: 12
Views: 5861

Re: Carriers possible balance issues

It may also be because I'm playing that nightmare mode they just made.
by Captainspire
Mon Nov 28, 2016 3:12 pm
Forum: Testing
Topic: Carriers possible balance issues
Replies: 12
Views: 5861

Carriers possible balance issues

Before, the carrier's fighters/bombers were taken out with ease, perhaps way too easily. Now, a full load out of the Gremak light cruiser (1x pd mass driver x4 Mass drivers with long range and Accuracy option) -may- take out 3-5 small craft in a turn. I think I need three light cruisers just to hand...
by Captainspire
Mon Nov 28, 2016 5:39 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1689
Views: 705527

Re: Report - Current Bugs and Issues

Problem: Initial turret mount amount halves when adding any weapon, even the same type.
In ship edit mode http://i.imgur.com/0zKDFHU.jpg
after adding exact same weapons http://i.imgur.com/5W00XEo.jpg

Uploaded "Game_1567"
by Captainspire
Wed Nov 09, 2016 3:11 pm
Forum: Testing
Topic: Technology tiers and limits
Replies: 2
Views: 1931

Technology tiers and limits

I know this may sound sadistic for people who want the most powerful ships in the galaxy, but how would you feel to a technology block or limit to how far the game will allow you to research, for all AI players too. You could have a game where only missiles are used or no rail guns and primary guns,...
by Captainspire
Mon Nov 07, 2016 10:58 pm
Forum: Testing
Topic: intervene vs Assist and dual AI races
Replies: 7
Views: 3652

Re: intervene vs Assist and dual AI races

I wonder if a work around, for now, would be to have two separate instances of battles.
One that lets you attack the fleet you want to kill and a second instance where can retreat or not fight the other alien fleet you want to "help"

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