Search found 323 matches

by EricF
Tue Nov 20, 2018 10:45 pm
Forum: General Discussion
Topic: AI catching up
Replies: 9
Views: 154

Re: AI catching up

megalith wrote:
Tue Nov 20, 2018 8:08 pm
it's not a cheat
That is subjective.
by EricF
Tue Nov 20, 2018 10:43 pm
Forum: General Discussion
Topic: Psychogenic Domination
Replies: 6
Views: 136

Re: Psychogenic Domination

Fulver actually are Telepathic, but it fails to mention that in their summary.
It just mentions a 'Precognitive' ability in their description.
by EricF
Tue Nov 20, 2018 8:05 pm
Forum: General Discussion
Topic: Psychogenic Domination
Replies: 6
Views: 136

Re: Psychogenic Domination

The Species has to have been originally Telepathic.
by EricF
Tue Nov 20, 2018 8:04 pm
Forum: General Discussion
Topic: AI catching up
Replies: 9
Views: 154

Re: AI catching up

A lot of people, including myself, aren't real fond of games where
making the AI better is by allowing it to "cheat".
The AI should just play better.
by EricF
Tue Nov 20, 2018 5:25 pm
Forum: General Discussion
Topic: AI catching up
Replies: 9
Views: 154

Re: AI catching up

Top of my head would be something like happiness caps a percentage of the max output of colonies (or caps the growth of current output). And that you need to spend influence to effectively increase happiness. But that also depends how influence gets generated. Or maybe simpler: happiness naturally ...
by EricF
Tue Nov 20, 2018 5:18 pm
Forum: General Discussion
Topic: Understanding fighters and launch bays
Replies: 8
Views: 158

Re: Understanding fighters and launch bays

An observation. I've never seen the AI use anything but Interceptors.
Am I alone? And is there a reason for this?
by EricF
Tue Nov 20, 2018 1:07 am
Forum: General Discussion
Topic: Solved: Fighter Launch Capacity
Replies: 2
Views: 177

Re: Solved: Fighter Launch Capacity

I now see that the Launch Bay capacity doubling for all fighters
was some kind of bug because I have not seen it happen in
subsequent games.
by EricF
Tue Nov 20, 2018 12:55 am
Forum: General Discussion
Topic: Understanding fighters and launch bays
Replies: 8
Views: 158

Re: Understanding fighters and launch bays

Though it is not documented, Launch Bays have a capacity to launch 2 Bombers or Fighters, but they have a capacity to launch 4 Interceptors. So one Launch Bay can launch all 4 Interceptors from a single Interceptor Hanger at the end of the first round of combat. Some of the stock ship designs and th...
by EricF
Mon Nov 19, 2018 12:02 am
Forum: General Discussion
Topic: Your Game statistics
Replies: 8
Views: 241

Re: Your Game statistics

I would say Mid Game is when I get Self Gravitating Hull. Hard to say what turn that is because I have made Nano Robotic a prerequisite for SG in my games. With my mod I usually get SG hulls around turn 150 with a bad tech species like Eggasm, but it was around turn 190 also with Eggasm last time I ...
by EricF
Wed Nov 14, 2018 11:59 am
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 1502

Re: Finally tried 0.4.8...

ovarwa wrote:
Wed Nov 14, 2018 8:24 am
There's a post complaining that the UI requires way too many clicks
Could you give an example of something you think takes too many clicks?
The UI seems fine to me, but I'm used to it so I may not notice something
you have. We might also be able to show a simpler way to do it.
by EricF
Sun Nov 11, 2018 11:11 pm
Forum: Play-Testing Feedback
Topic: AI Fails Invasion
Replies: 2
Views: 107

Re: AI Fails Invasion

Sorry, I went too many turns past it for a save game.
I will keep an eye out for this in the future and post logs then.
by EricF
Sun Nov 11, 2018 5:18 pm
Forum: Play-Testing Feedback
Topic: AI Fails Invasion
Replies: 2
Views: 107

AI Fails Invasion

I've noticed this a couple times now. The AI arrives with more than enough troops
to successfully invade one of my planets, but for some reason it does not use all
of its troops and the invasion fails. Next turn it invades again and is of course
successful. Weird.
by EricF
Sun Nov 11, 2018 4:31 am
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 1502

Re: Finally tried 0.4.8...

The AI doesn't seem to be able to deal with Monsters very well. The last three games I played the AI had a planet with the Honeycomb special on it and even though they had large powerful fleets late game they still had not conquered and settled that system. This special is way too powerful for them ...
by EricF
Sat Nov 10, 2018 10:50 am
Forum: Support
Topic: Game Stalls
Replies: 5
Views: 162

Re: Game Stalls

I've encountered your bug. Game stalled right after I conquered an AI. I'm going to keep playing until I get a stall without that condition. Continued playing. Only got one other stall, but that was again after conquering an AI. I did notice after the turn button returned to being black and it saved...
by EricF
Sat Nov 10, 2018 9:39 am
Forum: General Discussion
Topic: Feature Request: Terraforming Colony
Replies: 3
Views: 158

Re: Feature Request: Terraforming Colony

That sounds great. I just have no idea how to do it myself. :(