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by Uncle_Joe
Wed Aug 16, 2017 11:50 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1843
Views: 2720172

Re: Report - Current Bugs and Issues

Where are you finding the latest build? I'm not seeing anything on Steam?
by Uncle_Joe
Fri Aug 11, 2017 1:14 am
Forum: Testing
Topic: eXpansion/DLC Content
Replies: 18
Views: 37864

Re: eXpansion/DLC Content

Oh OK gotcha, thanks.

Well if you're looking for testers, lemme know! ;)
by Uncle_Joe
Thu Aug 10, 2017 10:37 pm
Forum: Testing
Topic: eXpansion/DLC Content
Replies: 18
Views: 37864

Re: eXpansion/DLC Content

Hmmm, not seeing anything on the Steam Beta tab. Is it supposed to be accessible to anyone at this point?
by Uncle_Joe
Thu Aug 10, 2017 7:18 pm
Forum: Testing
Topic: eXpansion/DLC Content
Replies: 18
Views: 37864

Re: eXpansion/DLC Content

Sweet. Looking forward to trying it!

Do you have a list of the changes other than the Tinkers as a Major?
by Uncle_Joe
Wed Aug 09, 2017 11:11 pm
Forum: General Forum
Topic: Can't work out how to play at all
Replies: 3
Views: 7912

Re: Can't work out how to play at all

Take a look at this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=762515742 It should get you started. Yes, you can rush production by clicking below the cost on the production window in the lower right corner. Bombers are a component on a ship. You need a hull type which has some sma...
by Uncle_Joe
Wed Aug 09, 2017 7:07 pm
Forum: Testing
Topic: Macro-manage Late game large scale
Replies: 41
Views: 71105

Re: Macro-manage Late game large scale

What size fleets are you looking at for the AI? I saw 3 Yoral BBs supported by over 45 DDs in one of my games a bit ago (slightly modded). And the Ashdar Imperials fielded 10+ Fleet CVs escorted by PD BCs (maybe a half dozen) and another dozen or CLs. That was the biggest battle of that game (and it...
by Uncle_Joe
Tue Aug 08, 2017 4:41 pm
Forum: Testing
Topic: Macro-manage Late game large scale
Replies: 41
Views: 71105

Re: Macro-manage Late game large scale

And this is why the game needs multiplayer. ;)

All we can do is theorize...we can't put any of it to the test and see what can truly beat what if properly handled.
by Uncle_Joe
Tue Aug 08, 2017 4:14 pm
Forum: Testing
Topic: Macro-manage Late game large scale
Replies: 41
Views: 71105

Re: Macro-manage Late game large scale

Agreed 100%. Player skill in combat can and does matter very much. I would love to see it released as a 'one-off' multiplayer combat sim. ;) I tend to keeps smaller ships up and running for about 60-75% of the game. Once I'm in the mop-up stage, I rarely bother with them anymore and just crank out t...
by Uncle_Joe
Sat Aug 05, 2017 8:06 pm
Forum: Modding
Topic: Modding to increase difficulty
Replies: 29
Views: 48404

Re: Modding to increase difficulty

My groups played quite a lot of Civ3 and Civ4 MP and MOO2/Space Empires IV way back in the day. It works best in games that allow simultaneous orders and then resolution (SiS is nicely set up that way). It's a bit of a time commitment, but it's generally worth it since it cranks up the competition a...
by Uncle_Joe
Fri Aug 04, 2017 3:05 pm
Forum: Modding
Topic: Modding to increase difficulty
Replies: 29
Views: 48404

Re: Modding to increase difficulty

If the enemy has a colony or two in range of several of your planets, you're in for a world of hurt. This is what happened in one of my games. My fleet could handle any of their incursions if I could stay massed. But when they send 2 BBs to each of 4-5 systems and you don't get but one turn's warnin...
by Uncle_Joe
Thu Aug 03, 2017 9:01 pm
Forum: Modding
Topic: Modding to increase difficulty
Replies: 29
Views: 48404

Re: Modding to increase difficulty

Yep, that's what I've seen so far...1 turn warning. If there is no 'counter' to it (ie, being able to spot them out a bit farther), I'd call that a pretty game-breaking ability (maybe the AI doesn't grossly exploit it, but they should...). I wasn't teched up to the Warp Inhibitors and in any case, I...
by Uncle_Joe
Thu Aug 03, 2017 6:45 pm
Forum: Modding
Topic: Modding to increase difficulty
Replies: 29
Views: 48404

Re: Modding to increase difficulty

I was able to see them coming, but only 1 turn before arrival which didn't leave enough time to protect the systems needing it.

Haven't run into the Gremak in my last few games but the next time I do, I'll test the scout ship theory.
by Uncle_Joe
Wed Aug 02, 2017 6:26 pm
Forum: Testing
Topic: Influence generating beside embassies
Replies: 10
Views: 22514

Re: Influence generating beside embassies

If you want to make Influence come and go, put an expiration on Trade and Research treaties. Maybe every 30 turns or so they have to be re-initiated.

Maybe put in a building or tech or something that generates a few points/turn to provide a steady income?
by Uncle_Joe
Sat Jul 29, 2017 4:42 pm
Forum: General Forum
Topic: Some quick feedback
Replies: 37
Views: 61439

Re: Some quick feedback

Stellaris went wrong (severely wrong) with combat balance because for most of it's development, armor was going to be a flat reduction of damage rather than a percentage. So if a weapon does say, 6 damage and you have 5 armor, you take only 1 point. The costs for techs and and weapons were scaled wi...
by Uncle_Joe
Fri Jul 28, 2017 8:43 pm
Forum: General Forum
Topic: Which is your favorite race and why?
Replies: 17
Views: 28939

Re: Which is your favorite race and why?

That's a pretty nice cross-section ;) I like the Humans (for RP reasons and for their ship loadouts) with the Ashdar Colonials being a close 2nd (I like fighters too :) ). I haven't played enough to know which would be the 'best' but I definitely struggle early on with the Humans because I'm not a b...

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