Suggestion: At the start of a new game, make the systems within reach of your ships pre-explored.
Reason: The first decisions of the game include choosing where to send your starting ships, (which includes a colony ship). The effect of colonising the best available planet, within range, at the ...
Search found 8 matches
- Mon Jun 03, 2019 6:02 pm
- Forum: General Forum
- Topic: Suggestion - Game start with pre-explored
- Replies: 7
- Views: 16006
- Thu Nov 22, 2018 6:03 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1844
- Views: 3333691
Re: Report - Current Bugs and Issues
Autocombat with an armed Scout ship versus a defenseless outpost results in defeat for the Scout(s), as they auto-retreat from combat...
- Wed Oct 17, 2018 5:55 pm
- Forum: Testing
- Topic: Cheat Engine Speed Test
- Replies: 1
- Views: 11607
Cheat Engine Speed Test
I tried the game with Cheat Engine's "Speedhack" option on, set to 3.0. I was wondering whether someone could try this also and confirm whether AI turns go faster or not. The console reports much higher turn times, as the game's clock is running faster. But the actual speed... perhaps a ...
- Fri Oct 12, 2018 7:28 pm
- Forum: General Forum
- Topic: Short naive questions
- Replies: 32
- Views: 57450
Re: Short naive questions
I gave it a try. I had to set the multiplier to 0.00001 to get all the techs on turn 2. The AI got them as well.
The game started out like it was going to be interesting. Scaling up production while thinking about getting early defenses. But after just a few turns the AI turns quickly slowed down ...
The game started out like it was going to be interesting. Scaling up production while thinking about getting early defenses. But after just a few turns the AI turns quickly slowed down ...
- Mon Oct 08, 2018 7:33 pm
- Forum: General Forum
- Topic: Short naive questions
- Replies: 32
- Views: 57450
Re: Short naive questions
I'd like to poke in a little question here:
If you change "tech_cost_mult" to something like tech_cost_mult=0.0001 , does it effectively make all tech get researched on Turn 1?
Would that make an interesting and fun game vs the AI when you all have all tech' from the start?
Does the AI destroy ...
If you change "tech_cost_mult" to something like tech_cost_mult=0.0001 , does it effectively make all tech get researched on Turn 1?
Would that make an interesting and fun game vs the AI when you all have all tech' from the start?
Does the AI destroy ...
- Mon Oct 08, 2018 7:17 pm
- Forum: General Forum
- Topic: Build Queues - Player Designed Automation Suggestion
- Replies: 0
- Views: 36304
Build Queues - Player Designed Automation Suggestion
The game has automated planet production. But it can't handle every situation. Particularly when a new tech' is researched - there is no re-evaluation of what is best to build at that time. It also doesn't alter according to a player's current strategy. A planet on automated production doesn't re ...
- Mon Oct 08, 2018 6:25 pm
- Forum: General Forum
- Topic: Ground Combat - Streamlining Suggestion
- Replies: 3
- Views: 9334
Re: Ground Combat - Streamlining Suggestion
""...there would be no sense producing troop transports anymore and thus the production decision options would decrease" -
The troop transport could be renamed as an armed freighter and added to the trading pool like any other transport. The ship selector that already exists for the trading pool ...
The troop transport could be renamed as an armed freighter and added to the trading pool like any other transport. The ship selector that already exists for the trading pool ...
- Tue Oct 02, 2018 8:25 pm
- Forum: General Forum
- Topic: Ground Combat - Streamlining Suggestion
- Replies: 3
- Views: 9334
Ground Combat - Streamlining Suggestion
You have defeated the enemy defending forces. Their planet will soon be yours! But first, you must conquer it with your ground troops.
Factors:
- Making the troops and putting them on transports.
- Getting the troops there without them being killed.
- Getting the right amount of troops there, in ...
Factors:
- Making the troops and putting them on transports.
- Getting the troops there without them being killed.
- Getting the right amount of troops there, in ...