Search found 175 matches

by unjashfan
Wed Dec 05, 2012 4:34 am
Forum: Support
Topic: AI malfunction v5507
Replies: 7
Views: 269

AI malfunction v5507

When I start a new game with any number of AIs, the game will return an error saying that the AI no longer has a connection to the server. FO doesn't crash though and everything works normally if I set the number of AIs to 0. How do I fix this?
by unjashfan
Thu Nov 08, 2012 8:18 am
Forum: Support
Topic: Ship hull scaling costs
Replies: 1
Views: 188

Ship hull scaling costs

I believe the ship hull scaling cost effect was for testing purposes. Is it still in the testing stage? Because suddenly we have asteroid hulls and organic hulls with significantly cheaper production costs than the constructed hulls (The non-constructed hull hulls didn't get the stacking effect). By...
by unjashfan
Tue Nov 06, 2012 1:19 pm
Forum: Support
Topic: Can't run 5380 installer
Replies: 1
Views: 154

Can't run 5380 installer

I'm getting an NSIS error every time I try to run the installer for 5380. It says "installer integrity check has failed". I tried downloading it again from a mirror but that didn't work out.
by unjashfan
Thu Nov 01, 2012 9:07 pm
Forum: Other Game Design
Topic: Armor "perks, quirks and costs"
Replies: 15
Views: 481

Re: Armor "perks, quirks and costs"

I think it would be better balanced for rock armour to have no impact on stealth, but any other type of armour to have a penalty to stealth on asteroid hulls.
I agree.
...additional Ship Parts around engines, which would be internal slots only...
I think this is a great idea!!
by unjashfan
Sun Oct 28, 2012 4:07 pm
Forum: Other Game Design
Topic: Range of habitability
Replies: 16
Views: 766

Re: Range of habitability

Why not make it so that planets cannot be colonized if the target population is less than 1? This way the growth techs must be in effect before certain planets can be colonized. The thing I'm concerned about for this though is that narrow planet tolerance species such as egassem will have a hard tim...
by unjashfan
Sat Oct 27, 2012 4:06 pm
Forum: Other Game Design
Topic: Shields -> Damage Reduction
Replies: 128
Views: 6256

Re: Shields -> Damage Reduction

The problem is: Massive hulls like the titan hull could be equipped with a lot of shield parts, giving them such a high "damage reduction per weapon hit" that it's effectivly invulnerable to small, light combat vessels like fighters or combat ships based on small hulls, rendering such small combat ...
by unjashfan
Sat Oct 27, 2012 3:35 pm
Forum: Other Game Design
Topic: Range of habitability
Replies: 16
Views: 766

Re: Range of habitability

At the beginning of the game if you put a colony on a planet that's not rated good or adequate IIRC, that colony will shrivel up and die. With the current system, colonies actually take too long to die. It's actually possible to colonize a poor planet on turn 1 and research enough population growth...
by unjashfan
Sat Oct 06, 2012 7:32 am
Forum: Support
Topic: Egassem industry
Replies: 1
Views: 201

Egassem industry

The species description for Egassem says they have good industry, but in the actual game they actually have great industry. Just pointing this out and double checking which is the right one.
by unjashfan
Fri Sep 14, 2012 6:15 am
Forum: Other Game Design
Topic: Stealth effects
Replies: 18
Views: 2065

Re: Stealth effects

Just a thought: The detection system now uses imperial detection strength. Assuming sensors will detect everything, there is no need to have 4 levels of stealth advancements, since there are only 3 levels of detection techs below sensors. Phasing cloak's only use would be to hide planets from neutro...
by unjashfan
Tue Sep 11, 2012 12:39 am
Forum: Support
Topic: Asteroid hulls v5222
Replies: 1
Views: 373

Asteroid hulls v5222

I tried out the new asteroid shipyards but was still unable to produce any asteroid ships. One of the production requirements still says "must be an asteroids planet". I am assuming that it was intended to be possible to produce asteroid ships as long as the planet is in the same system as an astero...
by unjashfan
Tue Sep 04, 2012 5:55 pm
Forum: Other Game Design
Topic: Stealth effects
Replies: 18
Views: 2065

Re: Stealth effects

Krikkitone wrote: Well the more practical solution would be to split detection level and detection range. So you can invest in long-range sensors or stealthbusting sensors. (stealthbusting sensors would only be by empirewide techs/special buildings. long-range sensors would be placed on particular ...
by unjashfan
Tue Sep 04, 2012 5:29 pm
Forum: Other Game Design
Topic: Resizable windows
Replies: 2
Views: 174

Re: Resizable windows

Thanks! I didn't notice the tab on the bottom right corner until now when you mentioned this. I've always tried the edge of the windows assuming they worked the same way in windows.
by unjashfan
Mon Sep 03, 2012 7:47 pm
Forum: Other Game Design
Topic: Resizable windows
Replies: 2
Views: 174

Resizable windows

It would be really convenient if the fleet window and sitrep window are resizable. Currently, the sitrep messages for derelicts and refueling don't fit into the window, so it's hard to tell where the derelict is or which ship has been refueled. For fleet windows, grouping fleets become a bit easier ...
by unjashfan
Mon Sep 03, 2012 7:36 pm
Forum: Other Game Design
Topic: Stealth effects
Replies: 18
Views: 2065

Re: Stealth effects

The stealth and detection techs were balanced (to a degree) with the old stealth/detection system in mind, which was simply that an object is visible to a detector if the detector's detection is greater than the object's stealth plus the distance between them. I really like this idea from the old s...
by unjashfan
Fri Aug 24, 2012 7:45 pm
Forum: Support
Topic: Solar Orbital Generator
Replies: 1
Views: 211

Solar Orbital Generator

The planet (homeworld) somehow didn't receive the bonus from the solar orbital generator. I can't figure out why... This should link directly to the image without going through all those stupid ads and whatnot. http://www.putlocker.com/file/094C404C2BF4A652 EDIT: I just tried the link. I had to go t...