Search found 26 matches

by slv
Sun Jun 02, 2019 11:17 pm
Forum: Play-Testing Feedback
Topic: Things that AI needs to improve
Replies: 9
Views: 524

Re: Things that AI needs to improve

Played a few games recently (after around 3 year break), I think I noticed few things which may (or may not) help AI. These aren't really bugs and it's somewhat opinionated but I think tehre are some tweaks which may make AI scarrier (I am overall really impressed by it, when playing other 4x games ...
by slv
Sun Jun 02, 2019 8:09 pm
Forum: General Discussion
Topic: Hardest games ever
Replies: 32
Views: 3026

Re: Hardest games ever

https://i.gyazo.com/c752b997df8f38010cd93126c8fd6e78.png I tried Oberlus' settings from the post above and turned out that these settings consistently create rough starts (and usually at least one of the 13 AIs get a good start) so I've been toying with them. Last one was me trying to try playing s...
by slv
Fri May 06, 2016 10:56 pm
Forum: Play-Testing Feedback
Topic: An extensive combat analysis of ship hulls
Replies: 26
Views: 2617

Re: An extensive combat analysis of ship hulls

Hm, checked the numbers and they're right. It' kinda hillarious that mass drivers asteroids are as good a further versions (and better if you disregard shields). Also it's weird that plasma is the most efficient weapon. Well, at least they have low speed, so it kinda balances out :). I will have to ...
by slv
Fri May 06, 2016 5:20 pm
Forum: Play-Testing Feedback
Topic: An extensive combat analysis of ship hulls
Replies: 26
Views: 2617

Re: An extensive combat analysis of ship hulls

Well, couple of things. I've the feeling that the defensive boost from Deflector-shield isn't a big deal. I mean you get a +3 initially, followed by +2, followed by +4. I've no clue how the design-intent is but before the shield-nerf these steps weren't so crude, but I just live with it that it's n...
by slv
Fri May 06, 2016 3:15 pm
Forum: Play-Testing Feedback
Topic: An extensive combat analysis of ship hulls
Replies: 26
Views: 2617

Re: An extensive combat analysis of ship hulls

You can only build ONE more ship, not TWO more as you stated. Whoops, you're right, I can build only one more ship, I was right tht damage*structure will be four times greater though. Regarding small asteroids as you can see they have a lot lower efficiency so I decided to not include them. As for ...
by slv
Fri May 06, 2016 4:35 am
Forum: Play-Testing Feedback
Topic: My game testing thread
Replies: 49
Views: 3302

Re: My game testing thread

I'd be happy if Colony Ships (to be more precise, the Colony Module) is removed entirely. Colonization can only happen then via the Outpost combo, which would shift the focus a bit towards getting Supply up. Currently Supply, and all the stuff related to it like Space Elevator or Logistics Setting,...
by slv
Fri May 06, 2016 4:30 am
Forum: Play-Testing Feedback
Topic: An extensive combat analysis of ship hulls
Replies: 26
Views: 2617

Re: An extensive combat analysis of ship hulls

Strangely, I commonly take the complete opposite strategy in shipdesign & do quite well with it: All external slots are stuffed full of weapons, ignore any research into hitpoints-mods (which can be invested into hulls/shields instead), prioritize Reinforced Hull to give Robotics better survivabili...
by slv
Tue May 03, 2016 8:12 pm
Forum: Play-Testing Feedback
Topic: ~50ish games feedback longfirstpost & guide
Replies: 13
Views: 1138

Re: ~50ish games feedback longfirstpost & guide

Oh, that's definitely a more detailed reply :) You know how I said "more detailed reply to follow"? Um, yeah, had this tab open since then, finally now getting to it in part because you raise some very good points. I'm going to snip out some stuff, in part because backend code isn't my thing. I, hon...
by slv
Thu Apr 14, 2016 1:42 pm
Forum: Play-Testing Feedback
Topic: Bugged or a systematic AI 'cheat'? - core techs missing.
Replies: 17
Views: 1710

Re: Bugged or a systematic AI 'cheat'? - core techs missing

I don't intend to quibble about exact names or differences between 'tech' and 'building', it's a distraction as the shots will show. Pretty sure the difference between 'tech' and 'building' is the reason for your misunderstanding. In list mode I cannot move the Pedia window (either build), so I res...
by slv
Wed Apr 13, 2016 10:16 pm
Forum: Play-Testing Feedback
Topic: Bugged or a systematic AI 'cheat'? - core techs missing.
Replies: 17
Views: 1710

Re: Bugged or a systematic AI 'cheat'? - core techs missing

I think I understand what is the problem, robotic automation > military robotic control > robotic hull. The latter is always missing (and a couple of times MRC was missing also). There is no technology called "Robotic Hull", there is a "Robotic Hull" hull which is available as soon as you researched...
by slv
Fri Apr 08, 2016 9:51 pm
Forum: Play-Testing Feedback
Topic: Ship part balance
Replies: 30
Views: 1497

Re: Ship part balance

So I've tried Ravenous solarwebbed ships with underwhelming results. Does solarweb even work? Each great-pilot laser on a system with a blue star with 12 concentrators had damage of 19.5. Which is exactly equal to 11(base) + 4 (great pilots) + 4.5 (max concentrator). What am I missing? I've just bui...
by slv
Fri Apr 08, 2016 3:09 pm
Forum: Play-Testing Feedback
Topic: Ship part balance
Replies: 30
Views: 1497

Re: Ship part balance

I think I may have misread the description, but isn't solarweb working only on organic hull? That's right! I'm in to these Bioadapive Hulls and i build them with solarweb, my robos make no use of it... Well, the way I read the desctription I thought they work only on organic hull itself, not the wh...
by slv
Thu Apr 07, 2016 9:58 pm
Forum: Play-Testing Feedback
Topic: Ship part balance
Replies: 30
Views: 1497

Re: Ship part balance

Yeah I skip Plasma too... Earlier I sometimes went directly from massdriver4 to deathray skipping laser and plasma. Sometimes I get deathray at ancient ruins, thats lucky skipping the long time developing laser1 and plasma1. Now I skip mass driver 2, 3, 4, go directly to laser as the updated versio...
by slv
Wed Apr 06, 2016 10:39 pm
Forum: Play-Testing Feedback
Topic: Ship part balance
Replies: 30
Views: 1497

Re: Ship part balance

Slots (especially external) are not a limited resourse. If you want to utilise more slots just build more ships. But more ships means more time and more PP. Dont you understand? More ships doesn't mean more PP if ships are cheaper. Let's try to explain my point with a fleet vs fleet simulation. Pla...
by slv
Wed Apr 06, 2016 9:48 pm
Forum: Play-Testing Feedback
Topic: Ship part balance
Replies: 30
Views: 1497

Re: Ship part balance

If Death Rays were similar in efficiency to Plasma Cannons, then no one would spend the considerable RP cost to get them. Wrong. They might. It is often very much worth the loss in efficiency to maximize the damage per slot. You see each slot is a limited resource paid for by the cost of the rest o...