Search found 212 matches

by Kassiopeija
Tue May 24, 2016 10:27 pm
Forum: Play-Testing Feedback
Topic: AI report, one incidentr
Replies: 2
Views: 369

Re: AI report, one incidentr

Well if the AIs could choose to go back a number of turns to simply replay until they win, they'd also have an easy time calling you out for stupidity ROFL :) Seriously; replaying (or restarting until you get a descent starting position) in a TBS is a no-go: admit the defeat & start new game. A comp...
by Kassiopeija
Mon May 23, 2016 10:50 am
Forum: Play-Testing Feedback
Topic: My Feedback
Replies: 90
Views: 5219

Re: My Feedback

Re: on different AI behaviour What could also be done is to restrict several game items from different races, that way they'll have to play things out differently (in lack of alternatives). This could basically be done by restricting the techtree. As an example, Robotic Races should not be able to u...
by Kassiopeija
Mon May 23, 2016 10:27 am
Forum: Play-Testing Feedback
Topic: My Feedback
Replies: 90
Views: 5219

Re: My Feedback

I, personally, intensely dislike that guards were turned off for the No Monsters setting, they're not wandering monsters. For the sake of balance, if one player (say, an AI) gets an unguarded Ancient Ruins and unlcoks Death Ray or Multi Spectral Shields really early, that makes for a very difficult...
by Kassiopeija
Tue May 17, 2016 8:05 am
Forum: Play-Testing Feedback
Topic: New Troops System
Replies: 24
Views: 2464

Re: New Troops System

I don't see the issues. First, it would certainly be no more micro than it currently is - you still produce a Colony Ship, send it somewhere, initiate the colonization process... with the tiny difference that some population is being subtracted from other worlds, and that is actually resulting in a ...
by Kassiopeija
Tue May 17, 2016 3:38 am
Forum: Play-Testing Feedback
Topic: Bugged or a systematic AI 'cheat'? - core techs missing.
Replies: 17
Views: 2017

Re: Bugged or a systematic AI 'cheat'? - core techs missing

I think the confusing is due to the Pedia-Entry & the Tooltip not updating to the latest weapon-tech - eg. I've already researched Laser4 which is attackstrength 11 but both times it shows my module as Laser which is strength 5. IMO doesn't matter much because the final shipbuild will show the corre...
by Kassiopeija
Tue May 17, 2016 3:29 am
Forum: Other Game Design
Topic: Suggestion: Lighthouse effectiveness radius
Replies: 6
Views: 950

Re: Suggestion: Lighthouse effectiveness radius

alright got it thanks
by Kassiopeija
Fri May 13, 2016 8:55 pm
Forum: Play-Testing Feedback
Topic: New Troops System
Replies: 24
Views: 2464

Re: New Troops System

Supply connection does suggest a solution. The troop ships deplete troops from all of the supply connected planets in the group. The simplest is to uniformly pull from all connected planets. But perhaps they pull from locally connected systems first. Then supplying an armada from one location creat...
by Kassiopeija
Fri May 13, 2016 7:45 pm
Forum: Other Game Design
Topic: Suggestion: Lighthouse effectiveness radius
Replies: 6
Views: 950

Re: Suggestion: Lighthouse effectiveness radius

tbh I find the distance scale below the turn button rather redundant - I seem to be unable to move it around. Am I inclined to place my finger or a lineal over it and use that to measure manually at the screen? Your idea sounds good though it will only mitigate the problem, reducing the amount of li...
by Kassiopeija
Fri May 13, 2016 8:54 am
Forum: Top Priority Game Design
Topic: What to do about Infrastructure?
Replies: 84
Views: 41362

Re: What to do about Infrastructure?

Foolish maybe, but realism-arguments are actually invalid in a sci-fi computer game. Basically everything you see from the interface may just be an abstract, the game doesn't tell you how many people actually live on such a world, or if 1 ship = 1000 ships (realistically it's absurd that a civ that ...
by Kassiopeija
Fri May 13, 2016 8:31 am
Forum: Other Game Design
Topic: Suggestion: Lighthouse effectiveness radius
Replies: 6
Views: 950

Re: Suggestion: Lighthouse effectiveness radius

Thumbs up! I like this one
by Kassiopeija
Sun May 08, 2016 4:09 am
Forum: Play-Testing Feedback
Topic: My personal strategy guide
Replies: 47
Views: 31340

Re: My personal strategy guide

I wouldn't be so sure on this one. How do you know they have the detection tech above yours if they can see your scouts from further away? Unless you're right on there doorstep they can continually move their scouts out of your detection range. Particularly if they're going for stealth there not ex...
by Kassiopeija
Sat May 07, 2016 4:45 pm
Forum: Top Priority Game Design
Topic: What to do about Infrastructure?
Replies: 84
Views: 41362

Re: What to do about Infrastructure?

IMO limitation is good because it makes the game harder, because it forces you to create workarounds. In this particular case you could move a suitable planet towards this system, perhaps creating a starlane beforeahead etc
by Kassiopeija
Sat May 07, 2016 4:46 am
Forum: Scripting & Balancing
Topic: Orbital Drydock revision
Replies: 50
Views: 4409

Re: Orbital Drydock revision

Mat, like in any other part of the game, such a balancing can be easily incorporated by using a 2-pronged/forked approach one being percentage-based the other being fixed in numbers - like, repair 10& of structure per turn but at least 5 and no more than 10... or 25% of structure per turn but at lea...
by Kassiopeija
Sat May 07, 2016 4:35 am
Forum: Scripting & Balancing
Topic: Artificial Paradise and Factory Worlds
Replies: 14
Views: 1720

Re: Artificial Paradise and Factory Worlds

bah if it weren't for Nascent & Automated tiny planets wouldn't even be worthwhile and more so not steming from an asteroid belt putting the cost into equation - it really should be cheap to begin with or maybe transform to a small planet instead. But then I wonder why it should be of less productiv...
by Kassiopeija
Sat May 07, 2016 4:15 am
Forum: Top Priority Game Design
Topic: What to do about Infrastructure?
Replies: 84
Views: 41362

Re: What to do about Infrastructure?

Make infrastructure sort of represent the existance of free space where you can build buildings upon. Larger planets equate more space naturally. In other words, if you want to setup an extensive shipbuilding planet with lots of different shipyards, you'll need to carefully select a Large or Huge Wo...