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by AMX
Wed Sep 26, 2018 1:20 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1051
Views: 432156

Re: Suggest - Features and Improvements

FWIW, the idea that raiders might land in a remote part of the planet, grab what/who they can, and then run like hell before the garrison can bring the hammer down on them seems perfectly logical to me.
by AMX
Mon Sep 24, 2018 3:58 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1051
Views: 432156

Re: Suggest - Features and Improvements

When a victory condition is met, the game shows a popup summing it up and informing you race X has won. Then you can continue the game. But the popup is repeated over and over every turn, which I found really annoying and distracting. Please show it once. I like the game very much overall. Very goo...
by AMX
Mon Sep 03, 2018 2:07 pm
Forum: General Forum
Topic: Short naive questions
Replies: 32
Views: 9766

Re: Short naive questions

One thing I did seem to stumble across that is very confusing: Am I correct in seeing that bonuses to weapons which the game calls "modifications" (such as armour-piercing, rapid-fire, accurate for lasers, for example) actually need to be clicked on in the ship designer or else they do no...
by AMX
Sat Sep 01, 2018 1:25 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1690
Views: 716417

Re: Report - Current Bugs and Issues

Pretty sure that's because all the pops are <1 million, so the rebels can't provide any militia units for the ground combat.
by AMX
Sun Aug 12, 2018 9:36 am
Forum: General Forum
Topic: Improvement suggestions from a first play-through
Replies: 9
Views: 3674

Re: Improvement suggestions from a first play-through

Part of the reason for this is the ship speed which really is way to slow for at the end of the game even for such a small map it takes 25 turns to cross. That's what Cheapgates are for - since their labor cost is zero, you can just spam them everywhere. So as soon as you have a colony near the tar...
by AMX
Thu Aug 02, 2018 4:23 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1690
Views: 716417

Re: Report - Current Bugs and Issues

Not sure what's up with the turn blocker, but the loss of control is probably because you have the AI enabled for the player faction - AFAIK neither disabling ai_dev nor removing show_hidden_options.bool reverts that, you have to click on "Teros (AI)" so it goes back to "Teros".
by AMX
Sun Jul 29, 2018 9:02 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1690
Views: 716417

Re: Report - Current Bugs and Issues

Current in_development branch: Tinkers declared war on me in the same turn as Teros (allied) offered to join my empire. Accepted the Teros offer, then accepted the Teros help in the war against the Tinkers. Error: Lua state\GUI\~GalaxyMap\@DiscussionOverlay.lua:305: attempt to index local 'discussio...
by AMX
Fri Jul 13, 2018 6:10 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1051
Views: 432156

Re: Suggest - Features and Improvements

I think fonzosh wants a way to pin one planet of his choice so it remains visible no matter where he scrolls the list (or pans the map, for that matter). Consider this situation (that I've actually had a few times): - I could really use some Orthin on this ocean world. - Look through the list for a ...
by AMX
Sun Jun 17, 2018 8:18 pm
Forum: General Forum
Topic: Improvement suggestions from a first play-through
Replies: 9
Views: 3674

Re: Improvement suggestions from a first play-through

* There's the political victory, but I'm at end-game with one other empire and neither of us is voting for the other one. In fact, I don't think I ever saw anyone vote for anyone other than themselves. AI factions will vote for you if they are your allies. Otherwise everybody votes for themselves. ...
by AMX
Tue May 22, 2018 7:24 am
Forum: Testing
Topic: Moving fractions of population.
Replies: 5
Views: 4103

Re: Moving fractions of population.

I often run into this when I try to make "no farming possible" colonies independent from food imports. Typically Inferno planets that were originally settled by somebody else - I fill the place with Tarib, try to send all the food-dependent settlers somewhere else, but some fraction of the...
by AMX
Fri Apr 20, 2018 2:58 pm
Forum: General Forum
Topic: Alliances
Replies: 8
Views: 3213

Re: Alliances

One idea I've been pondering was that you could have a certain "base influence" - say, 100 points - that you naturally return to. So if you have >100 influence (for example because you just helped a starving neighbor) the excess will slowly decay until you're back at 100 - use it or lose i...
by AMX
Thu Mar 29, 2018 4:44 pm
Forum: Testing
Topic: Please Report Missing and/or Placeholder Text
Replies: 101
Views: 87194

Re: Please Report Missing and/or Placeholder Text

Thanks for the report. Some of these are dead code, but no reason they can't be grammatically correct. :D This organ uses an array of cells to generate and store a remarkably >> This organ uses an array of cells to generate and stores a remarkably That one looks fine to me? The organ uses the same ...
by AMX
Thu Mar 29, 2018 8:28 am
Forum: Testing
Topic: Please Report Missing and/or Placeholder Text
Replies: 101
Views: 87194

Re: Please Report Missing and/or Placeholder Text

Munin wrote:This organ uses an array of cells to generate and store a remarkably
>>
This organ uses an array of cells to generate and stores a remarkably

That one looks fine to me?
The organ uses the same array of cells both to generate and to store a remarkably...
by AMX
Fri Nov 24, 2017 10:47 pm
Forum: General Forum
Topic: Looking at stations and outposts
Replies: 6
Views: 3400

Re: Looking at stations and outposts

Since you can't currently edit the payload of an outpost transport, a second slot wouldn't do you any good anyway. You should be able to put a second outpost with a construction module at a planet if that's what you want to do, which you'll be able to do when Sven gets around to fixing the editable...

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