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by Dragar
Thu May 16, 2019 9:56 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1843
Views: 2716285

Re: Report - Current Bugs and Issues

The munitions and power values of Planet Defenses 1 don't appear to be formatted (and are showing the maximum float values, perhaps?).
by Dragar
Thu May 16, 2019 9:33 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 491103

Re: Testing Economic Balance Changes

Ah, cool. I've done that; it's a Yoral save. It's mainly the war with the Tinkers that had some odd behaviour (I'd pretty much lost, while the AI dallied instead of striking, I managed to find some tech on a planet that let me snag railguns way earlier than I should have, and that's swung it around ...
by Dragar
Thu May 16, 2019 7:58 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 491103

Re: Testing Economic Balance Changes

I'll figure out somewhere to upload...
by Dragar
Thu May 16, 2019 12:25 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 491103

Re: Testing Economic Balance Changes

Thanks, that seems good! I haven't really reached those classes yet, so my Yoral game can continue.

Has the AI changed at all? It seems (even on Hard) very unwilling to attack undefended planets and outposts.
by Dragar
Wed May 15, 2019 11:30 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 491103

Re: Testing Economic Balance Changes

An oddity - Yoral Heavy Cruisers are 17 coin/turn, while Battlecruisers are 18 coin/turn. This seems quite a minor difference (e.g. light cruisers are 11 coin/turn, and advanced destroyers 5 coin/turn).

I'd actually like to see the bigger ships have higher maintenance (especially for Yoral).
by Dragar
Wed May 15, 2019 8:26 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 491103

Re: Testing Economic Balance Changes

Hurrah, I'm a backseat game designer!

I'll certainly take humans for a spin, and maybe Yoral to compare.
by Dragar
Wed May 15, 2019 7:36 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 491103

Re: Testing Economic Balance Changes

Could humans just have lower maintenance costs for their ships? They look like rust buckets that don't get much time in dock anyway!
by Dragar
Tue May 14, 2019 10:28 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 491103

Re: Testing Economic Balance Changes

I'll take a look tomorrow evening! I do think that ship upkeep was negligible to the point of non-existent, and I like that refits are cheaper.
by Dragar
Sun Apr 28, 2019 1:14 pm
Forum: General Forum
Topic: Humans on Hard Difficulty
Replies: 16
Views: 29544

Re: Humans on Hard Difficulty

Good tips for manipulating the AI in general there!
by Dragar
Sat Apr 06, 2019 8:53 am
Forum: Modding
Topic: DLC rebalance mod
Replies: 80
Views: 285082

Re: DLC rebalance mod

In the end there is just too much here for me! I also prefer the restrictions on techs - Vindicators for non-Tinkers was a bit jarring, for instance.
by Dragar
Thu Apr 04, 2019 2:07 pm
Forum: Modding
Topic: DLC rebalance mod
Replies: 80
Views: 285082

Re: DLC rebalance mod

I'm going to give this a play and see what I think. First glance suggests a lot of changes - more than a rebalance mod would suggest! Normally I'm against huge mods. But I'll give it a go because I do think weapon balance rather seriously needs a look at for me to keep enjoying the game.
by Dragar
Thu Apr 04, 2019 2:04 pm
Forum: General Forum
Topic: Humans on Hard Difficulty
Replies: 16
Views: 29544

Re: Humans on Hard Difficulty

Regarding terraforming, I only mention it because it's an absolute ton of research points that allows for a tiny amount of extra population - it's an absolute trap for humans in particular, who seem to benefit less than anyone for the same amount of research. I really don't think humans are in as ba...
by Dragar
Tue Apr 02, 2019 9:53 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1913590

Re: Suggest - Features and Improvements

After my last game, I encountered an enemy fielding force lances for the first time. Those weapons are maybe a bit much. They are probably better than every direct fire weapon up to and including plasma cannons, because they suffer from no range dissipation and have the 'extra range' modification to...
by Dragar
Mon Apr 01, 2019 11:07 pm
Forum: General Forum
Topic: Humans on Hard Difficulty
Replies: 16
Views: 29544

Re: Humans on Hard Difficulty

I'd like human terraforming expanded a touch. They seem to get almost nothing out of those techs.
by Dragar
Mon Apr 01, 2019 7:41 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1843
Views: 2716285

Re: Report - Current Bugs and Issues

Force Lances say the penetrate, fully, Battle Shields and Force Fields. But in combat they clearly deplete the shield strength of both.

What is going on here? Is it just subsystem damage reducing the shield values somehow?

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