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by Arioch
Fri Apr 08, 2016 10:05 pm
Forum: Testing
Topic: Eager to Hear About Diplomacy Implementation
Replies: 43
Views: 75251

Re: Eager to Hear About Diplomacy Implementation

Don't hurt yourself. It'll likely be at least a couple of weeks.
by Arioch
Tue Apr 05, 2016 2:31 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1914470

Re: Suggest - Features and Improvements

bjg wrote:It might make sense to give Nuclear Missiles as one of starting techs. Could help avoiding some problems, and just logical (they have spaceships, but not basic missiles).

What problems are you trying to avoid?
by Arioch
Sat Apr 02, 2016 6:06 pm
Forum: Testing
Topic: Eager to Hear About Diplomacy Implementation
Replies: 43
Views: 75251

Re: Eager to Hear About Diplomacy Implementation

Interesting. But I think info about warships and resources should be hidden from player. That could require something like an embassy with the faction. any idea on an ETA? Diplomacy will greatly increase my desire to play SiS and start giving pointed feedback. Probably sometime this month, but all ...
by Arioch
Fri Apr 01, 2016 7:14 pm
Forum: Testing
Topic: Eager to Hear About Diplomacy Implementation
Replies: 43
Views: 75251

Re: Eager to Hear About Diplomacy Implementation

We're currently working on the diplomacy system, and details may change, so there's a limit to how specific we can be right now until we have a functional framework. For general principles regarding diplomacy, see my post in this thread: http://stars-in-shadow.com/forum/viewtopic.php?p=1640#p1640 He...
by Arioch
Wed Mar 30, 2016 3:16 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1914470

Re: Suggest - Features and Improvements

Missiles are explosive damage, not kinetic damage. But they pass shields as solid, before the explosion. ;) I would argue that they don't. :D Realistically, the energy of the kinetic impact of a missile at such incredibly high speeds would do far more damage than any explosive warhead (even nuclear...
by Arioch
Wed Mar 30, 2016 12:42 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1914470

Re: Suggest - Features and Improvements

bjg wrote:Speaking of missiles - it would be logical to make (some) missiles SP. If early shields are ineffective against kinetics they should be ineffective against (some) missiles too.

Missiles are explosive damage, not kinetic damage.
by Arioch
Wed Mar 30, 2016 12:41 am
Forum: General Forum
Topic: Steam Greenlight!
Replies: 32
Views: 56432

Re: Steam Greenlight!

SirDamnALot wrote:Generally speaking? Do you still plan to release somewhere in 2016?

Yes, that's still the plan.
by Arioch
Tue Mar 29, 2016 4:25 pm
Forum: General Forum
Topic: Steam Greenlight!
Replies: 32
Views: 56432

Re: Steam Greenlight!

We're working on diplomacy now, which will be in a build before long. We don't plan to do espionage for the initial release.
by Arioch
Fri Mar 25, 2016 8:10 pm
Forum: Testing
Topic: The tactical AI isn't greate
Replies: 13
Views: 13179

Re: The tactical AI isn't greate

I do agree that it would be helpful to have more UI assistance in the area of moving between one ship and the next, and identifying which ships have already moved. Altering the system so that ships move one at a time based on individual ship initiative (regardless of side) I don't think is really a ...
by Arioch
Thu Mar 24, 2016 1:11 am
Forum: General Forum
Topic: Steam Greenlight!
Replies: 32
Views: 56432

Re: Steam Greenlight!

Yeah, you really don't want to go into early access with a game missing major features, because there will be people who will judge it as a finished game regardless of what disclaimers you put in front of it.
by Arioch
Tue Mar 22, 2016 4:54 pm
Forum: Testing
Topic: Screw Markets, I am the East-India Trading Company
Replies: 10
Views: 11683

Re: Screw Markets, I am the East-India Trading Company

Currently, the trade pool represents internal trade routes between your own colonies. There is a maximum number of available trade routes based on the number of colonies that you have; this cap number used to be displayed in the tooltip , but it's not in the current version. It appears from the new ...
by Arioch
Tue Mar 22, 2016 4:39 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1843
Views: 2717466

Re: Report - Current Bugs and Issues

Build r15018 Can capture ground units intact inside their transport ships. Maybe not really a bug, but it sure feels weird to intercept a troopship over the Haduir homeworld and then turn around and use the troops to invade them. The first two alternatives that pop into my head are that the transpo...
by Arioch
Mon Mar 21, 2016 9:09 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1914470

Re: Suggest - Features and Improvements

The grayed/white text toggle elements are mostly legacy items that are due to be changed (or removed, as many are temporary dev toggles) but haven't been yet. In the options menu, for example, all such items that aren't removed will eventually be changed to checkboxes or radio buttons. I agree that ...
by Arioch
Mon Mar 21, 2016 12:07 am
Forum: Testing
Topic: Planetary defense missiles feel inadequate
Replies: 1
Views: 4253

Re: Planetary defense missiles feel inadequate

Missiles got nerfed pretty hard in the last balance pass, and I think they're currently weaker than they should be, but I agree that the missile bases should have more reloads than they currently do. Making reloads for ground bases unlimited would be realistic, but may be problematic balance wise. I...
by Arioch
Fri Mar 18, 2016 7:55 pm
Forum: Testing
Topic: Dread Star isn't so dread
Replies: 19
Views: 22533

Re: Dread Star isn't so dread

But my idea would also tidy up the battlefield somewhat. Unlike in ground battles, area denial is in space not a top important task. In space there is no terrain and you can easily bypass enemy ships. Except that in the SiS combat model, ships do take up space and you can't just bypass enemy ships....

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