Search found 75 matches

by MiniMe
Wed Apr 03, 2013 2:08 pm
Forum: Play-Testing Feedback
Topic: 5937 Feedback
Replies: 44
Views: 2505

5937 Feedback

I've only played one quick game so far but already noticed this: - AI seems to prefer colonizing planets with growth specials right from the start. But AI does not take into account the planet type. Example: my two neighboring AIs colonized poor/hostile planets with their first or second colony ship...
by MiniMe
Mon Apr 01, 2013 8:28 pm
Forum: Other Game Design
Topic: Shields -> Damage Reduction
Replies: 128
Views: 6229

Re: Shields -> Damage Reduction

+1

The shields are the only useful discovery, imo. Besides Death Ray 1, if u get it early enough.
Perhaps add some better ships and/or parts. With the shields now researchable there is little point to race for the ruins anymore.
by MiniMe
Sun Mar 31, 2013 10:06 am
Forum: Play-Testing Feedback
Topic: 5905 Feedback
Replies: 18
Views: 642

Re: 5905 Feedback

Geoff the Medio wrote:Does it help to manually select a troop ship in the system?
Nope.
But as i had suspected: once i got visibility of a colony of the outpost owner i was shown the invade button.

@AndrewW: even on compression "ultra" the file is >1MB
by MiniMe
Sat Mar 30, 2013 3:26 pm
Forum: Play-Testing Feedback
Topic: 5905 Feedback
Replies: 18
Views: 642

Re: 5905 Feedback

Two things about this screenshot: 1. The invade button does not show for the outpost. I believe this is the same problem which i mentioned here: http://www.freeorion.org/forum/viewtopic.php?f=28&t=7315&p=59549&hilit=outpost#p59549 I bet my money, that when i get visibility of a colony of the outpost...
by MiniMe
Sat Mar 30, 2013 12:46 pm
Forum: Play-Testing Feedback
Topic: 5905 Feedback
Replies: 18
Views: 642

Re: 5905 Feedback

You could check with the focus setting filter in the objects window, or right clicking the planet in the objects window and selecting debug data dump (which lists the focus of a planet). However, I think growth specials work on their own planet even without a focus set. I checked in the object wind...
by MiniMe
Sat Mar 30, 2013 11:12 am
Forum: Play-Testing Feedback
Topic: 5905 Feedback
Replies: 18
Views: 642

Re: 5905 Feedback

I think i found a bug: I captured colony #1 which has the special Rich Minerals . It has no population, so it's not possible to set/change the focus. Then i captured colony #2 of the same AI. It is populated by a lithic species. This colony #2, in my possession, has the Rich Minerals bonus listed un...
by MiniMe
Thu Mar 28, 2013 8:44 pm
Forum: Play-Testing Feedback
Topic: 5905 Feedback
Replies: 18
Views: 642

Re: 5905 Feedback

Included are AI_1.log to AI_8.log.
I've continued playing several rounds since the save game so i hope everything is in the log files you need.
by MiniMe
Thu Mar 28, 2013 6:24 pm
Forum: Support
Topic: Early game invasion problem
Replies: 1
Views: 920

Re: Early game invasion problem

One thing popped to my mind. Planet stealth is 15.0, my brother's detection is 10.0. Could this be the reason? That is the reason. You are either seeing the colony because AI had less stealth at one time or due to the colonization procedure. See this thread: http://www.freeorion.org/forum/viewtopic...
by MiniMe
Thu Mar 28, 2013 1:03 pm
Forum: Play-Testing Feedback
Topic: 5905 Feedback
Replies: 18
Views: 642

Re: 5905 Feedback

As of about the week ago, the AI is building a bit more troop ships than it used to, because it had been going too slow before. I'm doubtful I'll ever be able to get that as fine tuned as a human could do it. The AI does not think the troop ships are battle ships. For the past few days there was a ...
by MiniMe
Thu Mar 28, 2013 9:12 am
Forum: Support
Topic: Evade damage of mines, get planets back
Replies: 10
Views: 855

Re: Evade damage of mines, get planets back

I actually like the mines the way they are now. They give a purpose to add structure/plates to ships and not only shields, thus costing a valuable weapon-slot. Mines also "force" the enemy to develop new ship configurations: usually organic troop ships are sufficient from start to end, but i had 2-3...
by MiniMe
Wed Mar 27, 2013 1:43 pm
Forum: Play-Testing Feedback
Topic: 5905 Feedback
Replies: 18
Views: 642

5905 Feedback

I played three games so far with 5905. What i have noticed: 1. AI builds too many troop ships. Does AI perhaps think a troop ship counts as a battle ship, since it equips a weapon and even attacks with those troop-ship fleets? 2. AI seems to "forget" to invade gas planets after conquering the colony...
by MiniMe
Fri Mar 22, 2013 9:24 am
Forum: Support
Topic: 5832 loading save files sometimes crashes FO
Replies: 15
Views: 1270

Re: 5832 loading save files sometimes crashes FO

Great news, thanks for testing!
I'll wait for the new release :)
by MiniMe
Thu Mar 21, 2013 9:18 am
Forum: Support
Topic: 5832 loading save files sometimes crashes FO
Replies: 15
Views: 1270

Re: 5832 loading save files sometimes crashes FO

I can assure you, the game was started with 5885. I installed 5885 on Tuesday and played a quick game that day. I even wrote a comment in the forum that day on the new tech-tree. Yesterday i started a game on a larger map. All autosaves are time-stamped from yesterday, same as the manual save. And a...
by MiniMe
Wed Mar 20, 2013 10:39 pm
Forum: Support
Topic: 5832 loading save files sometimes crashes FO
Replies: 15
Views: 1270

Re: 5832 loading save files sometimes crashes FO

I started the game with 5885.
Sorry for using this thread, i just didnt want to spam the forum with a new and similar topic.
by MiniMe
Wed Mar 20, 2013 3:41 pm
Forum: Support
Topic: 5832 loading save files sometimes crashes FO
Replies: 15
Views: 1270

Re: 5832 loading save files sometimes crashes FO

Rev. 5885: No save game loads :( Opening all auto-saves and manual save make the game stop responding: http://www10.pic-upload.de/20.03.13/8gxq4b1svzhg.jpg I've tried rebooting and reinstalled the game. Just to check, starting a new game works. Attached is the save, perhaps it opens for you guys? No...