Search found 66 matches

by AMX
Sat Aug 17, 2019 2:52 pm
Forum: General Forum
Topic: Human start with Ashdar Heavy Cruiser
Replies: 16
Views: 30668

Re: Human start with Ashdar Heavy Cruiser

I noticed another strange behaviour - apparently different hulls with the same default name share build progress as if they were the same hull.
by AMX
Sun Aug 11, 2019 8:51 am
Forum: General Forum
Topic: Human start with Ashdar Heavy Cruiser
Replies: 16
Views: 30668

Re: Human start with Ashdar Heavy Cruiser

I think I just ran into a version of this bug with the Teros, in r38529.
Looks like it only happens after loading a game where I annexed some neighbors - if I start SiS and immediately start a new game, I only have my own ships available.
But if I load the old save first, then back out to the main ...
by AMX
Mon Aug 05, 2019 9:03 am
Forum: General Forum
Topic: AI Declares Serial War - this is nuts.
Replies: 5
Views: 14510

Re: AI Declares Serial War - this is nuts.

That last DOW sounds like a bug - AFAIK there's supposed to be a cooldown preventing that.
(That it doesn't apply when an ally asks for help has been observed before, and makes some sense - but the last one seems straight up wrong.)
by AMX
Sun Aug 04, 2019 8:45 am
Forum: General Forum
Topic: Beam, Mass and Missiles
Replies: 13
Views: 37606

Re: Beam, Mass and Missiles

Ironically enough this detail is missing from the manual.
(It's also missing what the "Hardpoints" dropdown does - it auto-fills all slots using one of three presets; when you use the Refit option from a planets production menu it also lists all designs you have saved for that hull type.)
by AMX
Sat Aug 03, 2019 3:17 pm
Forum: General Forum
Topic: Beam, Mass and Missiles
Replies: 13
Views: 37606

Re: Beam, Mass and Missiles

But i am not sure what you mean with "toggle on weapons". Did i miss something important ingame? :?
Let me try posting a screenshot...

See how it says "Mods:" below each weapon that's been added to the ship?
Clicking on the abbreviations there toggles the respective mod on or off.
by AMX
Fri Aug 02, 2019 4:55 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1250
Views: 3492915

Re: Suggest - Features and Improvements

Removing the only counter to a weapon (interception for a missile) is the most drastic, unbalancing thing you can do. There are much more effective ways of improving a weapon if the need is felt for it to be improved.
Maybe instead of making them uninterceptable just give them more health so they ...
by AMX
Mon Jul 01, 2019 8:09 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 1634325

Re: Testing Economic Balance Changes

Like I said: putting another hard limit on the amount of ships will change this as it gives a secondary value to all ships. In the above particular example: If metal is piling up due to the player having hit the coin limit, the advantage of metal efficiency disappears: If the coin system is working ...
by AMX
Mon Jul 01, 2019 4:57 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 1634325

Re: Testing Economic Balance Changes


Yeah, it's a feature that's been on my TODO list for years now. One of these days, I may actually find the time to code it up ;)
Wouldn't recommend it: if you have a low entry-level option to simulate battles, that reduces the value of galaxy battles. I have noticed this on myself in Total War ...
by AMX
Sun Jun 16, 2019 1:47 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1250
Views: 3492915

Re: Suggest - Features and Improvements


Asteroid Stations replace regular Space Stations; they're not supposed to compete with Starbases. It's true that the extra armor is not very useful on a civilian station, but the advantage of an asteroid station is that they're cheaper than regular space stations.

The cost of building a regular ...
by AMX
Tue Jun 11, 2019 8:46 am
Forum: General Forum
Topic: New DLC
Replies: 245
Views: 1003231

Re: New DLC


The pollution/fallout would be a different metric, but I could see it interacting with the terraforming system. Heavy ecological damage could affect the temperature of the planet ("nuclear winter"), which might push the terraforming meter in one direction or the other.

Sounds good: nuclear ...
by AMX
Mon Jun 10, 2019 5:54 pm
Forum: General Forum
Topic: Latest playthroughs, more feedback/bugs
Replies: 2
Views: 7896

Re: Latest playthroughs, more feedback/bugs

What do you mean with "Yorthin"?
Yoral or Orthin?
by AMX
Tue Jun 04, 2019 6:43 pm
Forum: General Forum
Topic: Suggestion - Game start with pre-explored
Replies: 7
Views: 16339

Re: Suggestion - Game start with pre-explored

Lore-wise, I could see "before we started building interstellar ships we experimented with unmanned probes, and collected some data about the surrounding systems in the process."
But that would beg the question why all scouting during the game has to be done with ships... :|
by AMX
Wed Apr 24, 2019 4:08 pm
Forum: General Forum
Topic: AI loses to Harpies yet still builds colonies
Replies: 3
Views: 14326

Re: AI loses to Harpies yet still builds colonies

Probably a bug - I suspect the "AI colonises planet" event gets resolved before the "Harpies attack AI fleet" event.

Do you happen to have a save where it happened, to make it easier to debug?
by AMX
Sat Mar 30, 2019 9:29 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1845
Views: 3974779

Re: Report - Current Bugs and Issues

When humans salvage a battlecruiser, they get the (worthless) 'Battlecruiser' tech. Wouldn't it make more sense to get the tech equivalent, Dreadnoughts (unlocking Battleship)?
Some races have both Battlecruisers and Dreadnoughts (Gremak and Orthin).

But you're right that capturing a tech that ...
by AMX
Sun Feb 10, 2019 3:34 pm
Forum: Testing
Topic: Please Report Missing and/or Placeholder Text
Replies: 129
Views: 549984

Re: Please Report Missing and/or Placeholder Text

The description for the Built-In slots says "Missing INFO"