Search found 354 matches

by EricF
Sat Nov 10, 2018 9:39 am
Forum: General Discussion
Topic: Feature Request: Terraforming Colony
Replies: 3
Views: 4893

Re: Feature Request: Terraforming Colony

That sounds great. I just have no idea how to do it myself. :(
by EricF
Thu Nov 08, 2018 9:24 pm
Forum: Support
Topic: Game Stalls
Replies: 5
Views: 5143

Re: Game Stalls

Pretty sure that is not it. Not that many AI's in the game. :)
After a while it will do it every 5 to 10 turns.
by EricF
Thu Nov 08, 2018 8:41 pm
Forum: Support
Topic: Game Stalls
Replies: 5
Views: 5143

Game Stalls

Don't know if this is a known issue. Playing latest test build, 2018-10-27. After about turn 200 or so sometimes after you hit the turn button the game just stops. It's not frozen or locked. The mouse still works and you can exit the game normally. It just goes to the AI's turn processing and never ...
by EricF
Thu Nov 08, 2018 5:05 pm
Forum: Other Game Design
Topic: Discussion thread for Ingo Schwarze's patch
Replies: 18
Views: 1637

Re: Discussion thread for Ingo Schwarze's patch

Yes, I always went Pre-Warp too, but that was only because the game
would make stupid decisions for you about what techs you would choose.
Hopefully that can be avoided here. :)
by EricF
Thu Nov 08, 2018 4:51 pm
Forum: General Discussion
Topic: Feature Request: Terraforming Colony
Replies: 3
Views: 4893

Feature Request: Terraforming Colony

OK, here I go again. I hate planets going to waste and I even consider putting a very sub standard Species on a planet instead of a better one to be a waste, so... I would like a Terraforming Colony ship that puts one population on a planet. This population can survive any habitat, but it cannot gro...
by EricF
Thu Nov 08, 2018 4:21 pm
Forum: Other Game Design
Topic: Discussion thread for Ingo Schwarze's patch
Replies: 18
Views: 1637

Re: Discussion thread for Ingo Schwarze's patch

I don't see any need to complicate the early game, but that's just my opinion. I can see how others might like it so I would suggest that if you make the changes that you make them optional. Master of Orion II had options to start a game as Pre-warp, Average or Advanced. Something like that would be...
by EricF
Wed Nov 07, 2018 8:48 am
Forum: Play-Testing Feedback
Topic: Gas Giant Generator
Replies: 3
Views: 4564

Re: Gas Giant Generator

This was my first ever encounter of Sly. At first I couldn't understand how these GGGs were being built in systems with only a Gas Giant. And some of them were deep in my territory that I know hadn't been conquered! Then I suppose I must have gotten scanner tech good enough to finally see them and I...
by EricF
Tue Nov 06, 2018 12:37 pm
Forum: Play-Testing Feedback
Topic: Gas Giant Generator
Replies: 3
Views: 4564

Re: Gas Giant Generator

Yup, that's it. GGs inhabited by Sly.
Thanks.
by EricF
Tue Nov 06, 2018 10:34 am
Forum: Play-Testing Feedback
Topic: Gas Giant Generator
Replies: 3
Views: 4564

Gas Giant Generator

The Pedia says that it adds +10 Industry, but when you look at the Industry meters
for a planet that has one in its system it says only +5.
Is this an error or is the Pedia wrong?
by EricF
Mon Nov 05, 2018 4:30 am
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 23938

Re: Finally tried 0.4.8...

I always play on Planet Density:Low so getting Subterranean and other Colonization techs are a high priority.

I would suggest playing a low planet density game and see if your strategy still works.
by EricF
Sun Nov 04, 2018 6:06 pm
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 23938

Re: Finally tried 0.4.8...

Jaumito wrote:
Sun Nov 04, 2018 4:33 pm
So at least for research-challenged species, going asteroid seems a very viable alternative (again, assuming my suggested changes.)
Ah yes, I had not taken the tech changes into consideration.
I still think the cost of the SG hull should be doubled to make it an even more difficult choice.
by EricF
Sun Nov 04, 2018 1:08 pm
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 23938

Re: Finally tried 0.4.8...

Yes, they're way too good. I changed that and made Nanorobitic Maintenance a prereq for SG hulls, and swapped their research cost and time. Now in midgame I have to choose between Nanorobotic and Large Asteroid hulls. At least there's a choice. That is just great. I shall change my installation the...
by EricF
Sun Nov 04, 2018 1:02 pm
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 23938

Re: Finally tried 0.4.8...

But I'm also thinking that maybe it's sometimes good to get lasers *and* bombers onto a RH and deviate to laser4, even though that is ultimately a waste of rp, because it postpones that mid-game point. (Although maybe not, since around this time we start seeing planets with weapons >30.) Huh, you j...
by EricF
Wed Oct 31, 2018 10:53 am
Forum: General Discussion
Topic: Solved: Fighter Launch Capacity
Replies: 2
Views: 4978

Solved: Fighter Launch Capacity

When I build a ship it lists the ship part Launch Bay with a capacity of 2. I built an SG carrier with 2 Fighter Hangers and 3 Launch Bays. The design description shows that ship with a launch capacity of six. All good so far. The enemy has a Robo Hull carrier with one Interceptor Hanger and one Lau...
by EricF
Wed Oct 31, 2018 10:17 am
Forum: Play-Testing Feedback
Topic: Robotic shields
Replies: 16
Views: 8790

Re: Robotic shields

All good points I had not considered before. I have found myself sending ships back into supply to reload Fighters so I should have thought of that aspect, but I had no idea Pilot quality affected number of shots for FlAK. Looking now I do see that it is documented. I still think that FlAK should on...