Search found 41 matches

by faijeya
Fri May 22, 2015 6:59 pm
Forum: Testing
Topic: First Impression
Replies: 42
Views: 94952

Re: First Impression

Well, filtering is better, but a thought-out arrangement of icons on a snigle pane usually beats it too.
by faijeya
Fri May 22, 2015 1:08 pm
Forum: Testing
Topic: First Impression
Replies: 42
Views: 94952

Re: First Impression

Tabs lead to a significant percent of players overlooking them and never finding the functionality they contain.

Just saying.
by faijeya
Thu May 21, 2015 3:44 pm
Forum: Testing
Topic: First Impression
Replies: 42
Views: 94952

Re: First Impression

1) Build planetary defenses everywhere
2) Make sure both variants have a slot alotted for point defense
3) Build a sacrificial destroyer (all PDs) at the colony before the attack
4) At the first turn get that destroyer as close to the planet as possible
5) Have fun
by faijeya
Thu May 21, 2015 2:15 pm
Forum: Testing
Topic: Not so first impressions
Replies: 22
Views: 33925

Re: Not so first impressions

It doesn't remember the settings, but a stretchable window is at least a workaround.
by faijeya
Thu May 21, 2015 1:36 pm
Forum: Testing
Topic: Not so first impressions
Replies: 22
Views: 33925

Re: Not so first impressions

Ah, thank you!

Problem solved, for me:
Image
by faijeya
Thu May 21, 2015 1:32 pm
Forum: Archives
Topic: Bug Report Archive
Replies: 447
Views: 1127458

Re: Report - Current Bugs and Issues

As the retreat of all side's forces from the battlefield does not force the fleet to move to some other star:
- it allows for a milder variant of the old MOO1 retreat-exploit
- it allows feeble enemy forces (like scouts or colony ships) to stay in the system as long as they feel like it

I haven't ...
by faijeya
Thu May 21, 2015 1:03 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1250
Views: 3501738

Re: Suggest - Features and Improvements

Understood.

Also, I'd like to second these points:

- Have a check box on the combat screen that toggles "fast animations".
- Have some UI on the combat screen that allows you to "auto resolve" the rest of the combat from there.

Waiting for the AI to move their multiple ships in-range during ...
by faijeya
Thu May 21, 2015 12:58 pm
Forum: Testing
Topic: Not so first impressions
Replies: 22
Views: 33925

Re: Not so first impressions

Great to hear that!


Requiring manual movement of population to a new colony to speed its growth seems like a realistic and reasonable thing;
I'm pretty wary of discussing realism in space games.
Easy and seamless transfer of a million people from one gravity well to another indicates a ...
by faijeya
Wed May 20, 2015 1:54 pm
Forum: Testing
Topic: Suggestion for Tech Tree Layout
Replies: 9
Views: 20464

Re: Suggestion for Tech Tree Layout

The current techs implementation make it impossible to create a coherent tech tree on a 2D plane.

Here's about 7-8%% of tech connections mapped:
Image

I didn't go further than 100 turns and it's already a mess.
by faijeya
Wed May 20, 2015 12:56 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1250
Views: 3501738

Re: Suggest - Features and Improvements

Default transports (as opposed to a custom transport design with an invasion module) aren't really ships.
Scouting with them is useless and they do operate as intended only when they are removed from the main map and from direct player's control, both for trade and for transporting population.
In ...
by faijeya
Wed May 20, 2015 12:30 pm
Forum: Testing
Topic: Not so first impressions
Replies: 22
Views: 33925

Not so first impressions

First of all I'm sorry for the delay, because suddenly I hadn't enough time to play the game properly.
Now I've played it quite thorough and I like what I see.

I like stockpiling, I like the art, I like the automatic development of colonies and the overall game pace is great.
I love the fluid ...