I agree, different engine types would definitely be interesting; or maybe just engine mods, unlocked by the techs that currently give a flat speed bonus.
Either way, ships would need a new "Engine" slot. (Or maybe "Main Engine", to distinguish it from the extra "Manouvering Engine" module that goes ...
Search found 66 matches
- Sun Feb 10, 2019 1:25 pm
- Forum: General Forum
- Topic: First impressions and lots of suggestions
- Replies: 12
- Views: 26125
- Tue Jan 08, 2019 10:00 am
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1845
- Views: 3965124
Re: Report - Current Bugs and Issues
Noticed that Marauders do not offer slave types that can be found in their direct vicinity. Is this still due to the Marauders not attacking the AI?
If yes, this might slowly be lifted now that the Marauders have been nerfed a bit
game_7526: Once again running into the old bug where Marauders ...
If yes, this might slowly be lifted now that the Marauders have been nerfed a bit
game_7526: Once again running into the old bug where Marauders ...
- Tue Jan 08, 2019 7:56 am
- Forum: Modding
- Topic: any feedback on which mods were implemented in vanilla
- Replies: 10
- Views: 24479
Re: any feedback on which mods were implemented in vanilla
In terms of what the player can see, it's sufficient for the Marauder bases to have slaves of the appropriate races from its neighbors (which I think it already does). Although having the AI and Marauders fight sounds cool, the player doesn't see it, so all it does is weaken the AI factions.
I can ...
I can ...
- Sun Dec 30, 2018 1:35 pm
- Forum: General Forum
- Topic: Maybe stations should have a single shield bubble.
- Replies: 30
- Views: 73523
Re: Maybe stations should have a single shield bubble.
I'm pretty sure it's an intended feature, particularly considering that there are weapons specifically designed to counter it.zolobolo wrote:Rotation of facing to disperse damage over multiple shield segments is an exploit of the gmae mechanics as far as I can tell and not a feature.
- Sat Dec 22, 2018 9:54 pm
- Forum: Testing
- Topic: AIs and terrible planet builds
- Replies: 19
- Views: 77230
Re: AIs and terrible planet builds
Maybe it would be better if the fillers were settings, rather than projects?
So a planet set to "research" would do research every time it's not building anything, without the player having to re-queue research after issuing a build order.
So a planet set to "research" would do research every time it's not building anything, without the player having to re-queue research after issuing a build order.
- Mon Nov 19, 2018 4:56 pm
- Forum: Testing
- Topic: So, What’s Next?
- Replies: 16
- Views: 52233
Re: So, What’s Next?
Looks like Sven forgot to update the Development Changelog thread... plus, the in-game changelog has the updates from last week mixed in with the updates from yesterday.
So, untangling a bit, here's everything newer than 2018-06-16 (last entry in the thread)...
Patch notes for 11/18/2018 ...
So, untangling a bit, here's everything newer than 2018-06-16 (last entry in the thread)...
Patch notes for 11/18/2018 ...
- Mon Nov 05, 2018 9:38 pm
- Forum: General Forum
- Topic: where is "hostile environment cost"?
- Replies: 4
- Views: 14048
Re: where is "hostile environment cost"?
edit: I've tried setting up visual studio, but I'm getting an error that VS is not set up to receive hints, and VS crashes. :? Sorry.
I couldn't get Visual Studio to work properly either - I think I got past this problem, but then I ran into another crash and gave up.
Sven added support for ...
I couldn't get Visual Studio to work properly either - I think I got past this problem, but then I ran into another crash and gave up.
Sven added support for ...
- Wed Sep 26, 2018 1:20 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3485535
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.
- Mon Sep 24, 2018 3:58 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3485535
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 ...
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 ...
- Mon Sep 03, 2018 2:07 pm
- Forum: General Forum
- Topic: Short naive questions
- Replies: 32
- Views: 58844
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 not become ...
- Sat Sep 01, 2018 1:25 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1845
- Views: 3965124
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.
- Sun Aug 12, 2018 9:36 am
- Forum: General Forum
- Topic: Improvement suggestions from a first play-through
- Replies: 9
- Views: 39462
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 ...
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 ...
- Thu Aug 02, 2018 4:23 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1845
- Views: 3965124
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".
- Sun Jul 29, 2018 9:02 am
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1845
- Views: 3965124
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 ...
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 ...
- Fri Jul 13, 2018 6:10 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3485535
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 ...
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 ...