Search found 44 matches
- Wed Jul 24, 2019 6:42 pm
- Forum: Testing
- Topic: Shipyards benefit of 70% or not?
- Replies: 5
- Views: 42436
Re: Shipyards benefit of 70% or not?
Is that bonus supposed to stack? For example, if I have 2 Shipyards at a Planet, should I be getting it down 49% cost?
- Fri Jul 12, 2019 3:26 am
- Forum: Testing
- Topic: Testing Economic Balance Changes
- Replies: 268
- Views: 646751
Re: Testing Economic Balance Changes
I finished one game as a Haduir (on Normal but got a good start and was pretty much leading for most of the game although the end game was sort of touch and go for a while vs the Yoral fleets).
I'm in the end-game of a Human game (Normal). Again I got a good start and I'm pretty good shape but for ...
I'm in the end-game of a Human game (Normal). Again I got a good start and I'm pretty good shape but for ...
- Sun Jul 07, 2019 7:21 pm
- Forum: Testing
- Topic: Testing Economic Balance Changes
- Replies: 268
- Views: 646751
Re: Testing Economic Balance Changes
I seem to getting my ass handed to me as the Humans lol. I know that they are supposed to be harder to play but in the past I've succeeded with them quite well. Now I feel like they are extremely luck-dependent. If I don't get a few good systems (aka Fertile planet and/or planets without Income ...
- Sat Jul 06, 2019 10:34 pm
- Forum: Testing
- Topic: Testing Economic Balance Changes
- Replies: 268
- Views: 646751
Re: Testing Economic Balance Changes
Yes they did not research markets but have seen this behaviour in almost all of the games so far and even if they do, they only build markets on a few planets (haven1t checked if this is due to late research though). If this is really the only thing stopping them from building properly, this might ...
- Wed Jul 03, 2019 4:29 pm
- Forum: Testing
- Topic: Testing Economic Balance Changes
- Replies: 268
- Views: 646751
Re: Testing Economic Balance Changes
You also don't want to go through the Stellaris screw-up where 'naked corvettes' are better than the high-end ships due to costing a fraction in upkeep.
I don't think that is a rabbit hole worth going down. It opens up cans of worms with trying to balance between upgrading and keeping ships un ...
I don't think that is a rabbit hole worth going down. It opens up cans of worms with trying to balance between upgrading and keeping ships un ...
- Tue Jul 02, 2019 3:37 pm
- Forum: Testing
- Topic: Testing Economic Balance Changes
- Replies: 268
- Views: 646751
Re: Testing Economic Balance Changes
I'm playing using 45 stars, 4 races as Ashdar Colonial on Normal. I like the economic tweaks to the system and now I feel like I actually need to build Markets and manage cash flow for the first time.
The reduced ship count does seem to increase the effectiveness of defenses (Starbases and ...
The reduced ship count does seem to increase the effectiveness of defenses (Starbases and ...
- Tue Jan 09, 2018 10:46 pm
- Forum: Modding
- Topic: Modding to increase difficulty
- Replies: 29
- Views: 54810
Re: Modding to increase difficulty
Yes, the AI has come a long way.
I dropped most of my mods when the expansion came out. The only changes I now make are:
Normal Speed, but techs increased by 25% cost.
Normal AI difficulty, but I give them a 1.4 bonus and a .9 ship cost modifier.
That's it! Everything else is default.
I dropped most of my mods when the expansion came out. The only changes I now make are:
Normal Speed, but techs increased by 25% cost.
Normal AI difficulty, but I give them a 1.4 bonus and a .9 ship cost modifier.
That's it! Everything else is default.
- Tue Oct 24, 2017 7:41 pm
- Forum: General Forum
- Topic: How I almost lost a game
- Replies: 3
- Views: 7910
Re: How I almost lost a game
Yeah, the diplomatic ability to essentially declare peace at any time is a bit exploitable lol.
And my experience with carriers/fighters is similar. Once I know my primary opponent is going to mass fighters, I can pretty much invalidate them with a combination of PD DDs and CLs carrying PD and AMs ...
And my experience with carriers/fighters is similar. Once I know my primary opponent is going to mass fighters, I can pretty much invalidate them with a combination of PD DDs and CLs carrying PD and AMs ...
- Fri Oct 06, 2017 3:32 pm
- Forum: General Forum
- Topic: The dread star is way too weak
- Replies: 36
- Views: 50545
Re: The dread star is way too weak
Unfortunately, I don't have a lot of experience with Dreadstars. I have only used them one or twice and by the time I got that far, the game was already over except for the crying so I really didn't have a chance to see any potential balance issues with them. They were just tagging along with my ...
- Wed Oct 04, 2017 3:48 pm
- Forum: General Forum
- Topic: The dread star is way too weak
- Replies: 36
- Views: 50545
Re: The dread star is way too weak
But should they be? I mean, Fighters basically take a dedicated ship to field. Also, they are ‘on and off’ weapons…ie, they strike, then have to fly back to reload before going back out to strike again. In addition they are ‘one and done’ as well…ie, once you kill them off with PD/AMs, there is ...
- Tue Oct 03, 2017 2:56 pm
- Forum: General Forum
- Topic: The dread star is way too weak
- Replies: 36
- Views: 50545
Re: The dread star is way too weak
But PD isn't helpless against ships. If there are no missiles/fighters, all that PD firepower now attacks ships. It may not be 'ideal' DPS, but in numbers they will still tear ships up.
I think missiles/torps and fighters compliment each other very well. Not every ship can carry fighters, but ...
I think missiles/torps and fighters compliment each other very well. Not every ship can carry fighters, but ...
- Mon Oct 02, 2017 2:25 pm
- Forum: General Forum
- Topic: The dread star is way too weak
- Replies: 36
- Views: 50545
Re: The dread star is way too weak
I keep seeing people touting Fighters as 'OP' but I still haven't seen it. Sure, if you don't have lots of PD and/or you fire your PD at ship targets rather than letting it fire in defense, then yeah, Fighters will chew you up.
I tend to make a few defensive classes of smaller hulls (DDs and CLs ...
I tend to make a few defensive classes of smaller hulls (DDs and CLs ...
- Mon Aug 21, 2017 5:18 pm
- Forum: Testing
- Topic: How to get the beta builds?
- Replies: 6
- Views: 18706
Re: How to get the beta builds?
Ok thanks, are you accepting new testers?
- Mon Aug 21, 2017 3:59 am
- Forum: Testing
- Topic: How to get the beta builds?
- Replies: 6
- Views: 18706
How to get the beta builds?
It seems like there are builds going out which folks have access to. So far, I haven't been able to figure out how to get those builds. When I go to the betas tab on Steam, it just says 'None'. Is there a default password or somesuch to access them?
Any help appreciated! I'd really like to be able ...
Any help appreciated! I'd really like to be able ...
- Thu Aug 17, 2017 6:14 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1844
- Views: 3343961
Re: Report - Current Bugs and Issues
When looking at the beta tab, I don't see anything. It says No beta available.
Am I missing something? Do I need to put something in the password?
Am I missing something? Do I need to put something in the password?