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by nathanebht
Sun Jan 20, 2019 5:17 am
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 59
Views: 36838

Re: Testing the Current Diplomacy Changes

This last 01/17/19 update seems quite nice. The AI doesn't spam messages to you. Overall they seem more reasonable. The AI has objected to me colonizing a planet a few times. Occurred with different races. Seemed quite reasonable for it to come up when it did. The AI also twice objected to me having...
by nathanebht
Sat Jan 19, 2019 12:24 pm
Forum: Testing
Topic: Please Report Missing and/or Placeholder Text
Replies: 100
Views: 86864

Re: Please Report Missing and/or Placeholder Text

Analyzing a raider asteroid base that I took out resulted in 10% research of Hidden Bases. The description says it should be hidden from everyone and non-discoverable.
by nathanebht
Mon Jan 07, 2019 4:52 am
Forum: Testing
Topic: State of Exploits
Replies: 17
Views: 12342

Re: State of Exploits

Planet defense is definitely lacking. Planet based weapons should double their range. Create dedicated slots for each of the weapon sizes. So you can always have some missile defense. Also irritates me that when I use a shield on a planet def slot, it doesn't regenerate. Think there should be a dedi...
by nathanebht
Sun Jan 06, 2019 1:21 pm
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 59
Views: 36838

Re: Testing the Current Diplomacy Changes

New end game graphs look good. Just finished a game I had in progress. What have you done to produce that high increase of military power in one turn? Did you rush a lot of ship constructions or bought merc ships? Hmm, not really sure. These is no turn # indicated on the graph. This game was a stru...
by nathanebht
Sat Jan 05, 2019 5:53 am
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 59
Views: 36838

Re: Testing the Current Diplomacy Changes

New end game graphs look good. Just finished a game I had in progress.

Image
by nathanebht
Fri Jan 04, 2019 6:35 am
Forum: Modding
Topic: Population Panel Mod
Replies: 25
Views: 16147

Re: Population Panel Mod

This mod is useful and works with the in dev version. Thanks for making it harpy eagle.
by nathanebht
Thu Jan 03, 2019 5:01 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1051
Views: 429054

Re: Suggest - Features and Improvements

The new merger of empires is a neat feature. Believe it just takes being an ally for a long time and having great relations. However, it would make more sense for empires in dire straits to merge with someone than some ally who has no big problems. If an empire is down to one or two remaining planet...
by nathanebht
Thu Jan 03, 2019 4:54 am
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 59
Views: 36838

Re: Testing the Current Diplomacy Changes

Started another game. So fun!

An allied race joined/merged with my empire. When this occurred I didn't get all of their technology. They had been building fusion missiles on their ships but this tech is still locked for me.
by nathanebht
Sun Dec 30, 2018 3:48 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1689
Views: 711779

Re: Report - Current Bugs and Issues

Description for Magazine Bays was "Missing info for...". Partial salvage from battling the Yoral.
by nathanebht
Thu Dec 27, 2018 10:21 pm
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 59
Views: 36838

Re: Testing the Current Diplomacy Changes

After many turns I took out 30% of empire 2's ships. #2 had done an excellent job defending #1 but guess the cost was too high. #2 offered peace which I accepted. Left its ships defending empire 1's stuff. #1 is still at war with me and still allied to #2. I attack #1's fuel station which has large...
by nathanebht
Thu Dec 27, 2018 10:10 pm
Forum: Testing
Topic: AIs and terrible planet builds
Replies: 19
Views: 15331

Re: AIs and terrible planet builds

The latest dev build seems to have this change to the second +1 build slot tech. Only applies to planets over a certain population amount.
by nathanebht
Thu Dec 27, 2018 10:06 pm
Forum: General Forum
Topic: Thank goodness for the undo/redo button
Replies: 4
Views: 2079

Re: Thank goodness for the undo/redo button

Perhaps it would be nice to have a "priority" setting, where lines from incoming hostiles would be shown? Or a side notification that there is an incoming enemy fleet. Click on it and it selects the enemy fleet. Fairly important event afterall. Using the dev branch. I tried using that set...
by nathanebht
Mon Dec 24, 2018 12:26 am
Forum: Testing
Topic: Testing the Current Diplomacy Changes
Replies: 59
Views: 36838

Re: Testing the Current Diplomacy Changes

Didn't fully describe what happened in my current game. I'm in between to empires that then allied. Empire 1 had already declared war on me. Was beating that first one up. Empire 2 allies with empire 1 and to to rescue them. #1 sends its ships to #2's planets. #2 sends its numerous ships to #1's pla...
by nathanebht
Mon Dec 24, 2018 12:10 am
Forum: Testing
Topic: AIs and terrible planet builds
Replies: 19
Views: 15331

Re: AIs and terrible planet builds

Hi sven! Loving the diplomatic improvements in Steam's dev branch. I add all the slots I can then terraform the planet for more pop. That also usually adds more slots. :D The tedious amount of clicking is caused by the queue fillers. The +1 slot techs are fun and simple as they are. Your proposed ch...
by nathanebht
Sun Dec 23, 2018 11:49 pm
Forum: General Forum
Topic: Thank goodness for the undo/redo button
Replies: 4
Views: 2079

Re: Thank goodness for the undo/redo button

Thanks for the tip but I'd have to click on each of my systems to see if something was incoming? I have somewhere around 30 systems.

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