Search found 26 matches
- Sun Jun 02, 2019 11:17 pm
- Forum: Play-Testing Feedback
- Topic: Things that AI needs to improve
- Replies: 9
- Views: 6925
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 ...
- Sun Jun 02, 2019 8:09 pm
- Forum: General Discussion
- Topic: Hardest games ever
- Replies: 37
- Views: 27996
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...
- Fri May 06, 2016 10:56 pm
- Forum: Play-Testing Feedback
- Topic: An extensive combat analysis of ship hulls
- Replies: 26
- Views: 5149
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 ...
- Fri May 06, 2016 5:20 pm
- Forum: Play-Testing Feedback
- Topic: An extensive combat analysis of ship hulls
- Replies: 26
- Views: 5149
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...
- Fri May 06, 2016 3:15 pm
- Forum: Play-Testing Feedback
- Topic: An extensive combat analysis of ship hulls
- Replies: 26
- Views: 5149
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 ...
- Fri May 06, 2016 4:35 am
- Forum: Play-Testing Feedback
- Topic: My game testing thread
- Replies: 49
- Views: 5425
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,...
- Fri May 06, 2016 4:30 am
- Forum: Play-Testing Feedback
- Topic: An extensive combat analysis of ship hulls
- Replies: 26
- Views: 5149
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 surviva...
- Tue May 03, 2016 8:12 pm
- Forum: Play-Testing Feedback
- Topic: ~50ish games feedback longfirstpost & guide
- Replies: 13
- Views: 2132
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 thi...
- Thu Apr 14, 2016 1:42 pm
- Forum: Play-Testing Feedback
- Topic: Bugged or a systematic AI 'cheat'? - core techs missing.
- Replies: 17
- Views: 2805
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...
- Wed Apr 13, 2016 10:16 pm
- Forum: Play-Testing Feedback
- Topic: Bugged or a systematic AI 'cheat'? - core techs missing.
- Replies: 17
- Views: 2805
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 so...
- Fri Apr 08, 2016 9:51 pm
- Forum: Play-Testing Feedback
- Topic: Ship part balance
- Replies: 30
- Views: 2978
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...
- Fri Apr 08, 2016 3:09 pm
- Forum: Play-Testing Feedback
- Topic: Ship part balance
- Replies: 30
- Views: 2978
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...
- Thu Apr 07, 2016 9:58 pm
- Forum: Play-Testing Feedback
- Topic: Ship part balance
- Replies: 30
- Views: 2978
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...
- Wed Apr 06, 2016 10:39 pm
- Forum: Play-Testing Feedback
- Topic: Ship part balance
- Replies: 30
- Views: 2978
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...
- Wed Apr 06, 2016 9:48 pm
- Forum: Play-Testing Feedback
- Topic: Ship part balance
- Replies: 30
- Views: 2978
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...