Search found 66 matches
- 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.
- 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 ...
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 ...
- 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.)
(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.)
- 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.)
(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.)
- 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.
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.
- 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 ...
Maybe instead of making them uninterceptable just give them more health so they ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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?
Yoral or Orthin?
- 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...
But that would beg the question why all scouting during the game has to be done with ships...

- 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?
Do you happen to have a save where it happened, to make it easier to debug?
- 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 ...
Some races have both Battlecruisers and Dreadnoughts (Gremak and Orthin).
But you're right that capturing a tech that ...
- 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"