Search found 106 matches

by ovarwa
Thu Mar 28, 2019 8:56 pm
Forum: Play-Testing Feedback
Topic: Tried latest test release (sorry, forget version#)
Replies: 4
Views: 931

Re: Tried latest test release (sorry, forget version#)

Running the program on the 1060 rather than the integrated gfx resolves the issue. I'll download new intel drivers sometime.
by ovarwa
Fri Mar 22, 2019 7:51 pm
Forum: Play-Testing Feedback
Topic: Tried latest test release (sorry, forget version#)
Replies: 4
Views: 931

Re: Tried latest test release (sorry, forget version#)

Hi,

I don't think so, but I was tired, so maybe I just didn't notice that I needed to refill my research queue.

(The gfx issues are real for sure, though, and occur with the normal 4.8 release too.)

Anyway,

Ken
by ovarwa
Wed Mar 20, 2019 8:28 pm
Forum: Play-Testing Feedback
Topic: Tried latest test release (sorry, forget version#)
Replies: 4
Views: 931

Tried latest test release (sorry, forget version#)

Hi, System: Win10, 8750, 32GB, gtx1060, 1920*1080. 1) Some graphics glitches. Every now and then, screen artifacts would appear on a small portion of the screen, too quickly to save, appearing either as a distortion or a flashing. 2) Sometime I would receive techs that were not on my research queue....
by ovarwa
Mon Dec 03, 2018 9:25 pm
Forum: Play-Testing Feedback
Topic: Recommended settings for best AI relative to human?
Replies: 10
Views: 1531

Re: Recommended settings for best AI relative to human?

Hi, I begin to think that there are no settings that help with this, except to the extent that some settings are more likely to create games in which the human player's starting position is poor and some AI gets a really great start. If there are lots of monsters, the AI has difficulty fending them ...
by ovarwa
Fri Nov 30, 2018 7:51 pm
Forum: Play-Testing Feedback
Topic: Recommended settings for best AI relative to human?
Replies: 10
Views: 1531

Re: Recommended settings for best AI relative to human?

Hmm, Tried spiral; it's rather different. I was playing Gysache, no longer a great species I think (offhand, I'd say George, Trith, Laenfa and of course, Scyllor are definitely superior), who are in trouble if discovered too soon. I was discovered too soon, and was expecting to have to restart after...
by ovarwa
Fri Nov 30, 2018 4:34 am
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 7722

Re: Finally tried 0.4.8...

Hi, Easy AI: It would be really nice if the AI didn't send colony and outpost ships to system that it *knows* are defended. What version are you playing? Whatever the released stable 0.48 is. It's been quite a while since the AI should have stopped doing that with abandon. I don't know how to quanti...
by ovarwa
Thu Nov 29, 2018 8:11 pm
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 7722

Re: Finally tried 0.4.8...

Hi, A surprise: I only just noticed that non-ultimate engines fit into core *and* internal slots, not just internal slots. This further solidifies the SG hull as the best. It has enough structure to take a hit or two from a big planetary weapon, it has enough slots, and that core slot can be used to...
by ovarwa
Wed Nov 28, 2018 11:51 pm
Forum: Play-Testing Feedback
Topic: Recommended settings for best AI relative to human?
Replies: 10
Views: 1531

Re: Recommended settings for best AI relative to human?

Hi,

Hmm. We should probably exclude settings like 1 system per player, in which the starting game is a chaotic free-for-all. :)

Anyway,

Ken
by ovarwa
Wed Nov 28, 2018 11:49 pm
Forum: Play-Testing Feedback
Topic: Recommended settings for best AI relative to human?
Replies: 10
Views: 1531

Recommended settings for best AI relative to human?

Hi, What game settings do you recommend for best AI performance relative to human players? To be clear about what I mean, settings that show the AI at its very best but that are even better for human players are not 'best' for what I'm looking for; I'm interested in settings that give the AI its bes...
by ovarwa
Tue Nov 27, 2018 12:12 am
Forum: Other Game Design
Topic: Revamp Exobots and flat bonuses
Replies: 19
Views: 2528

Re: Revamp Exobots and flat bonuses

Hi, I agree with (and I think I've pointed out) these issues, but do not agree with the proposed solutions. For me, the underlying problem is that focus doesn't work as intended. There is a little strategy involved in choosing a focus, but not much, at least for a human player. (The AI does some rea...
by ovarwa
Wed Nov 21, 2018 10:16 pm
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 7722

Re: Finally tried 0.4.8...

Hi, AI: A new low! A system guarded by a Maintenance Ship has been within sensor range of the Cray for perhaps 75 turns. They have a few warships on a world 1 turn away, and can also send ships from outside my own sensor range. Periodically, they send increasingly silly task forces to camp out on an...
by ovarwa
Tue Nov 20, 2018 10:50 pm
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 7722

Re: Finally tried 0.4.8...

Be aware that when damaged ships are split off, the resulting fleet is "hidden". I still don't like that and would like it to be a start-up option. I noticed that, and do not like it either. It would be useful to be able to select a ship in a fleet and split it off into a new fleet along with all o...
by ovarwa
Mon Nov 19, 2018 7:33 pm
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 7722

Re: Finally tried 0.4.8...

Hi, Hmm. For fleet management, the features that would save me the most clicks involve grouping all ships of a type together and pulling out all injured ships in a fleet into a separate fleet. You can already do that. For the first, use context->Merge System Ships Into Fleet, followed by context->Sp...
by ovarwa
Fri Nov 16, 2018 12:32 am
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 7722

Re: Finally tried 0.4.8...

Hi, What are your issues with fleet management? Lots, but just to give a couple examples of its... unwieldiness: I have a fleet of 100 ships on system A (let's assume they're the same type), and to react to a double threat I want to send the 70 less damaged ones to system B and the rest to system C....