Search found 88 matches

Go to advanced search

by Dragar
Mon Jul 01, 2019 7:46 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 262
Views: 65044

Re: Testing Economic Balance Changes

I don't understand the high rating for heavy weapons - I often prefer dual normal weapons in that slot. It's higher dps, can target missiles/strikecraft, and the range is rarely a factor. It's very hard to make sure ship design doesn't fall into a stable equilibrium of 'build this ship and nothing b...
by Dragar
Tue Jun 25, 2019 10:54 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 262
Views: 65044

Re: Testing Economic Balance Changes

I think that's an excellent summary of the situation. Also, I think we're all aware this stuff is *hard* to get 'right', particularly as 'right' is nebulous anyway. SiS is better than a great many other titles! Sword of the Stars, incidentally, had woeful AI in a strategic sense, but narratively it ...
by Dragar
Mon Jun 24, 2019 5:54 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 262
Views: 65044

Re: Testing Economic Balance Changes

Smaller fleet sizes probably make missile destroyers worse, if anything. It's just that missile spam is very cost effective.
by Dragar
Fri Jun 21, 2019 6:33 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1051
Views: 430797

Re: Suggest - Features and Improvements

the player is not motivated to lean into boarding with Humans besides this as they start with a heavy disadvantage in tech and need to research Boarding like anyone else (no pre-researched tech or discount) Not sure that's true! Inferior ship designs and a disadvantage in tech already push them in ...
by Dragar
Mon Jun 17, 2019 9:31 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1051
Views: 430797

Re: Suggest - Features and Improvements

Sometimes a rare salvage or tech find or something will change my plan, but my ideas about what to arm my ships with at what tech level are usually pretty clear from the outset of a game, and often what tech I should be pursuing is too. We might be able to shift what those techs will be, but there a...
by Dragar
Wed Jun 12, 2019 6:34 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 262
Views: 65044

Re: Testing Economic Balance Changes

I think the point about combat to transport vessel ratios is a good one.
by Dragar
Sun Jun 02, 2019 11:47 am
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 262
Views: 65044

Re: Testing Economic Balance Changes

Maybe shift? There is certainly a way to box select.
by Dragar
Fri May 31, 2019 10:46 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 262
Views: 65044

Re: Testing Economic Balance Changes

My own impression is that AI has always had big problematic blind spots, and I think those are hurting the game no matter how I balance it. Mistakes in fleet routing are the category of issues that most has my attention right now -- particularly in mid/late game, when you have large empires and/or ...
by Dragar
Sun May 19, 2019 11:02 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 262
Views: 65044

Re: Testing Economic Balance Changes

I think I agree.

I enjoyed using Phidi with mercenaries backed up by their own carriers, but I'm not sure how optimal that is. I haven't played them since I first started playing the game I think.
by Dragar
Sun May 19, 2019 6:09 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 262
Views: 65044

Re: Testing Economic Balance Changes

It's tough to balance that. The higher tier hulls are usually *much* better value for metal/production cost, even for Yoral.

Possibly it just means Yoral should pay slightly more in upkeep for their unusually powerful heavy/advanced destroyers?
by Dragar
Sun May 19, 2019 9:30 am
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 262
Views: 65044

Re: Testing Economic Balance Changes

So far I'm certainly feeling much more constrained by research and coin than industry and metal. I didn't used to bother upgrading (it was often less hassle just rebuild the ship and scrap the old one, or send it into a dangerous combat, and it was very expensive to do it the 'easy' way by coin), bu...
by Dragar
Sat May 18, 2019 9:03 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1689
Views: 714364

Re: Report - Current Bugs and Issues

Ah, thanks.
by Dragar
Fri May 17, 2019 9:19 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1689
Views: 714364

Re: Report - Current Bugs and Issues

Why does selecting the 'Trade' production at a colony *more* than double the coin output? It is exactly double for science.

Edit: for that matter, why does mining not exactly increase metal production by 1/3?
by Dragar
Thu May 16, 2019 10:56 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 262
Views: 65044

Re: Testing Economic Balance Changes

sven wrote:Thanks for the playtesting help.


It's a real pleasure to help such communicative developers! Thanks for making, and working on such, a great little game.
by Dragar
Thu May 16, 2019 10:00 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 262
Views: 65044

Re: Testing Economic Balance Changes

This is a bit weird. When the Tinkers first approach Grumium, they just arrive there, but never attack. However, if I replay some of the events in the war from your perspective, the Tinkers do attack. There's certainly a bug here, but, I'm having a hard time replicating it... Do you remember if you...

Go to advanced search

cron