Search found 212 matches

by Kassiopeija
Wed Oct 28, 2015 11:34 am
Forum: Play-Testing Feedback
Topic: AI builds troop ships
Replies: 18
Views: 4448

Re: AI builds troop ships

What I would wish is that the AI shys away from battle with his troopships, and leaves, at least, 2 nodes of defended/neutral space between his troopers & potential hostile attackers. Because, in a lot of incidents, they just sit 1 node away and if you've got just speedy enough ships, you can send t...
by Kassiopeija
Mon Oct 26, 2015 9:52 pm
Forum: Play-Testing Feedback
Topic: AI builds troop ships
Replies: 18
Views: 4448

Re: AI builds troop ships

generally speaking, a weapon is 10* more expensive than a ground troop pod, so if you take cheap hull for invaders, that single weapon could mean more costs than the pure-invader ship... costs: ground troop pod #1: 3 ground troop pod #2: 6 md: 20 laser: 30 plasma: 40 death ray: 60 spatial flux hull:...
by Kassiopeija
Mon Oct 26, 2015 2:17 am
Forum: Play-Testing Feedback
Topic: AI builds troop ships
Replies: 18
Views: 4448

Re: AI builds troop ships

problem is that weapons are expensive, so this will greatly reduce the amount of produced troopships, which will also suffer in efficiency to take a planet because one slot is used for a weapons. secondly, it's probably better if troopships don't initiate combat with planets because they will will b...
by Kassiopeija
Fri Oct 23, 2015 7:05 am
Forum: Play-Testing Feedback
Topic: Just weapon type in designs
Replies: 12
Views: 1235

Re: Just weapon type in designs

tbh I don't evaluate most of the mentioned problems to be problematic... foremostly because the game will store your own design(s)... the time in shipeditor I just spend deleting redundant shipdesigns to keep the queue short as for different weapons/defenses or shipstypes/roles etc go for it! and GL...
by Kassiopeija
Thu Oct 22, 2015 5:13 pm
Forum: Play-Testing Feedback
Topic: Just weapon type in designs
Replies: 12
Views: 1235

Re: Just weapon type in designs

Damiac wrote:Remove redundant button and function, it's useless(or at least make it default to off).
Isn't it defaulted to off?
by Kassiopeija
Thu Oct 22, 2015 7:03 am
Forum: Other Game Design
Topic: UI requests—mass production deletion, sitrep planet select
Replies: 22
Views: 2222

Re: UI requests—mass production deletion, sitrep planet sele

forgive me but if I'm reading right into this then the method to double-click in order to remove items from the queue will be gone? because that's how I usually do it, I find the right-click thingy less fast... the only thing thats annyoing with the production queue is that, whenever you add/remove ...
by Kassiopeija
Wed Oct 21, 2015 8:48 pm
Forum: Play-Testing Feedback
Topic: Some feedback for 0.45 after 3 games
Replies: 20
Views: 2102

Re: Some feedback for 0.45 after 3 games

Well, let's say you play a very minimalistic setup/map, where there's just no Natives or AIs to conquer yet, no suitable planets in reach anymore (at least, not without getting more supply, supply focus or building some outposts on smallish worlds), but you've got already some Medium/Large/Huge worl...
by Kassiopeija
Wed Oct 21, 2015 8:28 pm
Forum: Play-Testing Feedback
Topic: Most challenging map setups?
Replies: 15
Views: 1577

Re: Most challenging map setups?

Initially yes, but once you've got Exobots, found some "can colonize planets" Natives or just take worlds from the next AI near your vicinity, you can basically neglect all your starting penalties and settle for good. If you have a somewhat balanced medium map, all games tend to look the same from m...
by Kassiopeija
Wed Oct 21, 2015 7:44 pm
Forum: Other Game Design
Topic: Who moves planets and why?
Replies: 10
Views: 1789

Re: Who moves planets and why?

A ship that moves planets sounds really nice, even if that coreslotpart is expensive and there's a chance that this ships is destroyed. Because, at least, you'd have a definite cost clearly shown when building that ship which might be lost or "invested". As of now, with the loss of -50% population, ...
by Kassiopeija
Wed Oct 21, 2015 7:19 pm
Forum: Other Game Design
Topic: Let us manipulate the brightness of a star
Replies: 7
Views: 1152

Re: Let us manipulate the brightness of a star

Well if the Gas Giant is destroyed in the process you'd loose a possibility to place a generator there, which will most likely generate more production esp. if that system has a multitude of planets where other -non-phototrobic- species also dwell. But most important you'd completely loose a potenti...
by Kassiopeija
Wed Oct 21, 2015 5:16 am
Forum: Other Game Design
Topic: Let us manipulate the brightness of a star
Replies: 7
Views: 1152

Let us manipulate the brightness of a star

I think this could be useful for phototropic species. If a Gas Giant is present in a system, a building could establish that the present sun will increase in brightness by 1 step by feeding it with gas/matter increasing its internal fusion process. Could also be interesting for other species if no o...
by Kassiopeija
Wed Oct 21, 2015 5:00 am
Forum: Other Game Design
Topic: Who moves planets and why?
Replies: 10
Views: 1789

Who moves planets and why?

Unlike other X4 games, there're alot of abilities in FO to manipulate the map directly, like, making planets from gas or asteroids, collapsing suns into black holes, making starlanes unpassable and also moving planets itself. That can be quite a fun, but with moving planets, I can't help but to say ...
by Kassiopeija
Wed Oct 21, 2015 4:15 am
Forum: Play-Testing Feedback
Topic: Most challenging map setups?
Replies: 15
Views: 1577

Re: Most challenging map setups?

Most hard game so far Egassem irregular, low planet density, low natives, low monster, low specials, low starlanes, 200 systems against 5 AI. Very unlucky bad starting position that yielded only ~10 colonizable planets during the first 100 turns. I went all production to make the most out of Egassem...
by Kassiopeija
Wed Oct 21, 2015 3:59 am
Forum: Play-Testing Feedback
Topic: Some feedback for 0.45 after 3 games
Replies: 20
Views: 2102

Re: Some feedback for 0.45 after 3 games

Perhaps Natives could use the Defense focus by default.
by Kassiopeija
Tue Oct 20, 2015 10:18 pm
Forum: Play-Testing Feedback
Topic: Some feedback for 0.45 after 3 games
Replies: 20
Views: 2102

Re: Some feedback for 0.45 after 3 games

Why not defend useful native species with a fleet strong enough to be challenging in the early game? The really good specials are often defended by a powerful monster, and this situation is similar in some ways. Well, there's this natives special that gives them more troops and better defenses+shie...