"[Krill Spawner] that weird thing we never found a use for but is kinda cool in a weird way"
new artifact: Monster Attractor
nothing like a nice stealth bonus to help create a bit of mischief
Search found 17 matches
- Sun Nov 06, 2016 11:33 am
- Forum: Play-Testing Feedback
- Topic: Capture two ancient ruins in same turn, get same discovery?
- Replies: 2
- Views: 662
- Sat Jun 11, 2016 8:56 pm
- Forum: Support
- Topic: turns change slower and slower as the game progresses
- Replies: 47
- Views: 13234
Re: turns change slower and slower as the game progresses
it's been several months since i played endgame, but i seem to remember solving a lag problem by clearing out my save folder. i can't remember if it was the endgame-turn generation lag lag.... or just a load/save lag lag....
- Sat Jun 11, 2016 7:51 pm
- Forum: General Discussion
- Topic: Did you ever quit a game because it was too easy?
- Replies: 11
- Views: 2469
Re: Did you ever quit a game because it was too easy?
i usually quit after i've wiped 2 sides. sometimes before if it looks like i'm completely dominating, and i've usually mapped everything and spying on everyone, picked out my final shipyard and all that, but rarely get around to playing the endgame. i start with low planets and low natives because i...
- Thu May 12, 2016 8:43 am
- Forum: Play-Testing Feedback
- Topic: production among planets in the same system not shared when
- Replies: 6
- Views: 842
Re: production among planets in the same system not shared w
if blockaded set max supply = -1, could that be made to work?
- Tue May 10, 2016 8:07 pm
- Forum: Play-Testing Feedback
- Topic: production among planets in the same system not shared when
- Replies: 6
- Views: 842
Re: production among planets in the same system not shared w
i went back and checked to make sure. the supply strength was maxed out at 4 for one planet, and 2 for the other 2 planets. remember i was waiting around for repairs, so it was a few turns i was able to observe this behaviour. "I think the presence of a fleet next door shouldn't make a differen...
- Tue May 10, 2016 5:52 pm
- Forum: Play-Testing Feedback
- Topic: production among planets in the same system not shared when
- Replies: 6
- Views: 842
production among planets in the same system not shared when
production among planets in the same system not shared when supply cannot propagate by one jump when a system is unable to propagate it's supply by just one starlane jump, is it intended that the planets within that system should not share their production resources among themselves? tl;dr version:...
- Sun May 01, 2016 5:52 am
- Forum: Support
- Topic: Various issues I've noticed
- Replies: 14
- Views: 3077
Re: Various issues I've noticed
"the planet doesn't appear to have changed into an adequete one " Chato have a broad planet tolerance; radiated and barren planets are both considered "poor" by the Chato, even though those types are beside each other on the planet wheel. so, when the Gaia special randomly terraf...
- Sat Apr 16, 2016 5:13 pm
- Forum: Scripting & Balancing
- Topic: Orbital Drydock revision
- Replies: 50
- Views: 7585
Re: Orbital Drydock revision
Downtime on shipyards and drydocks after invasion. i quite like the instant repairs. but if it seems imbalanced that drydocks start working directly after invasion, then shipyards should also be seen as a bit imbalanced. i've just invaded a planet with good pilots (who i need) and they happen to hav...
- Fri Apr 15, 2016 4:04 pm
- Forum: Scripting & Balancing
- Topic: Idea: ship part "monster magnet"
- Replies: 5
- Views: 1491
Re: Idea: ship part "monster magnet"
just throwing some ideas around... The Monster Attracter a building or device that lures monsters down starlanes. in short, i think this would be a quality of life thing, build and forget. building and device: -can attract monsters from one starlane jump away. when the monster randomly chooses where...
- Tue Feb 23, 2016 9:38 am
- Forum: Play-Testing Feedback
- Topic: I need a challenge!
- Replies: 26
- Views: 4184
Re: I need a challenge!
on game setup, the player can choose a difficulty (eg maniacal) and set a multiplier (eg 1.1). the multiplier is applied to the AIs research and production points. a multiplier of 1.1 will give every AI 10 percent more research and production points to spend every turn. i'd try it at 1.3, how high w...
- Sat Jan 23, 2016 2:52 am
- Forum: Other Game Design
- Topic: Who moves planets and why?
- Replies: 10
- Views: 2443
Re: Who moves planets and why?
if a black hole or red giant has an asteroid belt i check for the possiblity of moving a planet there, that way i can build all the capital ships at the same place. the exobots' asteroid will just leave its stargate open :) what i'd realy like to do is bundle up an asteroid belt into a tiny planet, ...
- Fri Dec 11, 2015 4:33 am
- Forum: Play-Testing Feedback
- Topic: Feedback after long game
- Replies: 6
- Views: 2489
Re: Feedback after long game
This technique is limited to red stars... technically, the description in the Pedia is ok :p but you were unlucky with the Neutron stars, i've always had ample choices in a galaxy your size. i've not had a hard disk error, but i did notice that i needed to delete saved games to speed things up. no ...
- Wed Dec 09, 2015 9:36 am
- Forum: Support
- Topic: Misiorla double damage bonus not applied
- Replies: 5
- Views: 3183
Re: Misiorla double damage bonus not applied
i played a number games with build 2015-11-02.e3a44b1 (Nov 2) which works perfectly, including Misiorla (and others shhh).
i'll make some time though to check out the most recent build
i'll make some time though to check out the most recent build
- Mon Dec 07, 2015 12:18 pm
- Forum: Play-Testing Feedback
- Topic: Feddback after four games plus some suggestions
- Replies: 25
- Views: 3836
Re: Feddback after four games plus some suggestions
"How about if it's not the Experimentor Outpost that removes the starlanes, but instead Experiment Zero? " personally, i'd say nah. in the interest of increasing the challenge, the scientists on the planet should cause problems for us in any way the can :) @Toastmartin there's a focus sett...
- Thu Nov 26, 2015 3:07 am
- Forum: Play-Testing Feedback
- Topic: Feddback after four games plus some suggestions
- Replies: 25
- Views: 3836
Re: Feddback after four games plus some suggestions
"making the Experimentors more fun and a bigger challenge" go to town with this, i want to be scared again :D here are some ideas. will always exist in Maniacal. +1 kraken/jugger per Head on a Spike, per spawn. each planet lost in the starlanes returns 10-50 turns later with an Experimente...