Ground defenses really don't benefit from cover or terrain vs. orbital opponents. Ground defenses can remain hidden only until they fire, and then the enemy knows exactly where they are. And unlike ships in orbit, ground defenses can't move. Once located, they are very easy targets.
Long range ship ...
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- Sat May 01, 2021 10:16 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3488468
- Sat May 01, 2021 2:14 am
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3488468
Re: Suggest - Features and Improvements
Agreed, fairly minor change, not a factor in battle outcome. Mostly stems from a sense of perceived "realism".
Actually, in terms of realism, I think point-defense weapons would probably be your most effective weapons against ground targets. You're firing at essentially point-blank range, and ...
Actually, in terms of realism, I think point-defense weapons would probably be your most effective weapons against ground targets. You're firing at essentially point-blank range, and ...
- Fri Apr 30, 2021 7:43 am
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3488468
Re: Suggest - Features and Improvements
Suggest to disallow point-defence weapons and anti-missiles fire against planet to 1) diversify weapons a bit and 2) let planetary defenses last a little longer.
Are you finding that point defense weaponry is doing a significant portion of your damage to planets? I would be surprised.
That aside ...
Are you finding that point defense weaponry is doing a significant portion of your damage to planets? I would be surprised.
That aside ...
- Mon Apr 26, 2021 2:26 am
- Forum: General Forum
- Topic: Where is the hazard rating displayed for ships?
- Replies: 8
- Views: 47468
Re: Where is the hazard rating displayed for ships?
I don't think it's displayed anywhere, but it probably should be. I'm making a note of it.
- Sun Apr 25, 2021 5:51 am
- Forum: General Forum
- Topic: Where is the hazard rating displayed for ships?
- Replies: 8
- Views: 47468
Re: Where is the hazard rating displayed for ships?
Hazard rating?
- Sat Apr 03, 2021 4:03 pm
- Forum: General Forum
- Topic: How do you embark colonists about a space habitat transporter?
- Replies: 11
- Views: 53739
Re: How do you embark colonists about a space habitat transporter?
That's correct.Dacarnix wrote:Interesting.
Having colonists in orbit of (for example) a Barren planet next to Taribor will allow you to colonize Taribor without Habitat Domes?
I never would have guessed that.
Or am I misreading you?
- Thu Mar 25, 2021 4:04 am
- Forum: Testing
- Topic: Steppes Hostile Environment Discrepancy
- Replies: 10
- Views: 52399
Re: Steppes Hostile Environment Discrepancy
The open ocean on Earth is like a vast desert; the vast majority of sea life exists in shallow water near the coasts or on the sea floor. Those organisms that you do find in the open ocean are often only there because they're on their way to somewhere else. The open ocean at the surface receives ...
- Wed Mar 24, 2021 10:03 pm
- Forum: Testing
- Topic: Steppes Hostile Environment Discrepancy
- Replies: 10
- Views: 52399
Re: Steppes Hostile Environment Discrepancy
The maximum population calculation is abstracted so that you are rewarded for adding population that is more suitable to underused biomes on a planet, but you are not penalized for having sub-optimal population (as we feel that would lead to very tedious micromanagement).
- Tue Mar 23, 2021 11:34 pm
- Forum: Testing
- Topic: Steppes Hostile Environment Discrepancy
- Replies: 10
- Views: 52399
Re: Steppes Hostile Environment Discrepancy
Arid worlds (including Steppes) have variable atmospheres. Those with a "normal" atmospheric density (listed in the planet info pane and indicated by greening on the surface) don't have the Hostile Environment penalty; those with a "thin" atmosphere do have the penalty.
All of this is being ...
All of this is being ...
- Sat Mar 20, 2021 8:17 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3488468
Re: Suggest - Features and Improvements
No. Charged/electrical damage type does extra internal damage if it penetrates armor and shields.zolobolo wrote:Charged damage I assume is the same concept you have implemented to Orthin Busbar systems?
- Sat Mar 20, 2021 6:59 pm
- Forum: General Forum
- Topic: New DLC
- Replies: 245
- Views: 1001366
Re: New DLC
Could this be used to generate unique planets by seeding different starting water elevation levels even within the same class of planet?
Yes.
Or to dynamically generate the devastation level?
e.g.: There would be two sea levels and coloring, one representing overall sea level (blue) and the ...
Yes.
Or to dynamically generate the devastation level?
e.g.: There would be two sea levels and coloring, one representing overall sea level (blue) and the ...
- Sat Mar 20, 2021 6:52 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3488468
Re: Suggest - Features and Improvements
"Viable" is not the same as "optimal." I can and do win games using ion cannons, so it's not accurate to say that they are not viable.
I think we need to add mods for non-lasers, and I think it would help to implement the "charged" damage type to distinguish ions from lasers.
We are going to be ...
I think we need to add mods for non-lasers, and I think it would help to implement the "charged" damage type to distinguish ions from lasers.
We are going to be ...
- Sat Mar 20, 2021 6:41 am
- Forum: General Forum
- Topic: New DLC
- Replies: 245
- Views: 1001366
Re: New DLC
Working on a planet asset that's designed from the ground up to be transformable from Arid all the way to Island, and to also have a Swamp world phase.
The colors represent separate elevation layers.
The colors represent separate elevation layers.
- Wed Mar 17, 2021 8:34 am
- Forum: General Forum
- Topic: DLC 3 and 4, from the Suggestions thread...
- Replies: 78
- Views: 337234
Re: DLC 3 and 4, from the Suggestions thread...
The starlane mechanic was really restrictive in Endless Space 1 (you were essentially blind to anything outside your territory), but it works a lot better in Endless Space 2.
- Wed Mar 17, 2021 2:40 am
- Forum: General Forum
- Topic: DLC 3 and 4, from the Suggestions thread...
- Replies: 78
- Views: 337234
Re: DLC 3 and 4, from the Suggestions thread...
I think you just described MOO4 in a nutshell. It doesn't feel like the designer really understood what made the original fun.zolobolo wrote:Well I think this is due to the lack of interation with the core elements of the game.