Search found 175 matches

by unjashfan
Mon Feb 18, 2013 11:50 pm
Forum: Play-Testing Feedback
Topic: v0.4.2 Release Candidate #3 Discussion
Replies: 22
Views: 1073

Re: v0.4.2 Release Candidate #3 Discussion

Another small note: If the AI starts as Eaxaw, it doesn't realize it can make Mark VII's from the get-go and will still research the weaker weapon techs and subsequently produce weaker ships (Lynx-2, Lynx-3, etc.).
by unjashfan
Mon Feb 18, 2013 7:45 pm
Forum: Play-Testing Feedback
Topic: v0.4.2 Release Candidate #3 Discussion
Replies: 22
Views: 1073

Re: v0.4.2 Release Candidate #3 Discussion

In a recent playtest (typical difficulty, v5767), one of the AIs was spamming single "basic troopers" into a system with a sentry and a native planet. The sentry never took damage, and so far the AI had lost at least 4 ships. I haven't tested with more aggressive AIs yet. As of 5763, the aggressive/...
by unjashfan
Mon Feb 18, 2013 6:29 pm
Forum: Other Game Design
Topic: Intergalactic Planetary Missiles
Replies: 10
Views: 703

Re: Intergalactic Planetary Missiles

That gave me an idea of decreasing a species allegiance towards an empire for each ship crewed by the species and owned by the empire that is lost
I wonder if this can relate to the happiness mechanic.
by unjashfan
Mon Feb 18, 2013 6:26 pm
Forum: Other Game Design
Topic: New species attribute: Good/Bad Defense
Replies: 8
Views: 583

Re: New species attribute: Good/Bad Defense

Protection Focus should be shifted to a combination of flat boost and multiplier I also agree. So right now, Protection Focus doubles the 3 planetary combat meters. What if for shields, defense, and troops it were 2*base+10, 2*base+5, and 2*base+2 I'm not sure what 'base' represents. Say I had 100 ...
by unjashfan
Mon Feb 18, 2013 6:17 pm
Forum: Other Game Design
Topic: Rare/uncommon Organic hull tech tree?
Replies: 5
Views: 900

Re: Rare/uncommon Organic hull tech tree?

My current thinking is that the other ship lines need love before we nerf organics.
Definitely.
by unjashfan
Sat Feb 16, 2013 8:05 pm
Forum: Other Game Design
Topic: New species attribute: Good/Bad Defense
Replies: 8
Views: 583

New species attribute: Good/Bad Defense

This idea is inspired by the Eaxaw, which has ultimate weapons, and I thought: "Why couldn't we have species with good/bad defenses?" It could work similar to the ground troop modifiers. What do you guys think?
by unjashfan
Sun Feb 10, 2013 10:18 pm
Forum: Other Game Design
Topic: Aggressive/Active Planetary Defense
Replies: 21
Views: 1613

Re: Aggressive/Active Planetary Defense

I have sometimes sent a scout on Aggressive to a planet with a hovering monster, just to trigger a battle to allow the planet to defend itself (it works even though the scout can't attack). This is the cumbersome part about triggering planetary battles. Why not just have the planet take the initiat...
by unjashfan
Sun Feb 10, 2013 7:34 pm
Forum: Other Game Design
Topic: Aggressive/Active Planetary Defense
Replies: 21
Views: 1613

Aggressive/Active Planetary Defense

Planets don't always seem to actively defend themselves against space monsters when there are no friendly ships in the system, regardless if their supply is being interrupted by said monsters. It can get frustrating when one would have to leave some ships behind just to get rid of them; the monsters...
by unjashfan
Fri Feb 08, 2013 5:34 pm
Forum: Play-Testing Feedback
Topic: v0.4.2 RC1 Discussion
Replies: 51
Views: 2478

Re: v0.4.2 RC1 Discussion

Outposts: Given the fact that they don't provide much of value by themselves (besides extending your supply network), they currently are ridiculously expensive to set up [......] , each outpost contributes to the cost increase for new colonies/outposts the same way a full blown colony does. That's ...
by unjashfan
Fri Feb 08, 2013 5:39 am
Forum: Support
Topic: Weird derelict effects; nacent art. intelligence v0.4.2 RC1
Replies: 0
Views: 898

Weird derelict effects; nacent art. intelligence v0.4.2 RC1

Sometimes, when a ship finds a detection range derelict, and then moves to an adjacent system, certains parts of the map a bit further out show up (albeit still scanlined). I think the temporary derelict effect isn't being removed at the right timing. Revision 5725, which updated nacent art. intelli...
by unjashfan
Wed Feb 06, 2013 1:00 am
Forum: Play-Testing Feedback
Topic: v0.4.2 RC1 Discussion
Replies: 51
Views: 2478

Re: v0.4.2 RC1 Discussion

The new nacent art. intelligence feels quite OP. It essentially gives all planets an automatic research focus, and also is worth the equivalent of algorithmic elegance and distributed thought computing combined. It's possible to survive with all planets focused to industry, which sort of takes some ...
by unjashfan
Wed Feb 06, 2013 12:51 am
Forum: Scripting & Balancing
Topic: New tech idea: Xenopaleontology
Replies: 30
Views: 4130

Re: New tech idea: Xenopaleontology

This is very interesting! I like it a lot! Will there be just one species or a couple of rare ones that get unlocked at random? 1. Should there be a new tech that unlocks the building (Xenopaleontology) or should the building be unlocked by Xenoarchaeology? I think there should be a new tech, otherw...
by unjashfan
Tue Feb 05, 2013 8:51 pm
Forum: Play-Testing Feedback
Topic: v0.4.2 RC1 Discussion
Replies: 51
Views: 2478

Re: v0.4.2 RC1 Discussion

"Need"? "Helpful?" I can see how it might be fun, but not useful. For me, it would be helpful because I'd want to know how well my fleets are doing, especially after I reload a saved game. It's hard to keep track of every fleet that I might have, and it can help me plan out what I want to produce e...
by unjashfan
Tue Feb 05, 2013 5:40 pm
Forum: Play-Testing Feedback
Topic: v0.4.2 RC1 Discussion
Replies: 51
Views: 2478

Re: v0.4.2 RC1 Discussion

Can't tell difficulty of AI opponents. Would it be possible to have a mouse-over window that shows AI difficulty in the empire window, or have a "show difficulty" option in the right click drop list for AI empires? An exobot ship was hoving over an asteroid belt (where the AI had an outpost) The AI...
by unjashfan
Sun Feb 03, 2013 10:35 pm
Forum: Scripting & Balancing
Topic: Cost Effectiveness: Ship comparisons
Replies: 65
Views: 2797

Re: Cost Effectiveness: Ship comparisons

I think linear growth is fine for the time being, mainly because industry growth isn't exactly linear, so colony ships later in the game would proportionately be cheaper (it'll require a smaller % of the empire's industry). Later in the game, new colonies may have additional implied "upkeep costs" (...