Search found 189 matches

by Jaumito
Fri Aug 17, 2018 1:38 pm
Forum: Play-Testing Feedback
Topic: Doubt with fuel parts and upgrades
Replies: 4
Views: 5524

Re: Doubt with fuel parts and upgrades

Oberlus wrote: Fri Aug 17, 2018 9:23 amNothing buggy here, I wasn't considering pure-energy metabolism (+2 fuel), which explains it all.
It still doesn't explain how you managed to get
Oberlus wrote: Fri Aug 17, 2018 8:23 am9 fuel with one basic fuel tank
on a protoplasmic hull, or does it?

[EDIT] - or did you mean antimatter instead of basic?
by Jaumito
Wed Aug 15, 2018 7:24 am
Forum: General Discussion
Topic: Questions from a new player
Replies: 24
Views: 14298

Re: Questions from a new player

2) I started terraforming 2 planets, human colonies, when the Terraforming item in production changed to "Never". One was at 100% complete and the other at 12.5% complete. Can happen if you enqueued multiple terraforming (TF) items for the same planet. They then are performed concurrently...
by Jaumito
Sat Aug 11, 2018 9:09 pm
Forum: Other Game Design
Topic: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
Replies: 54
Views: 8911

Re: Make pro/res tech increases 0.1 or 0.2 (huge nerf)

- Black Hole Power Gen.: +0.2*pop (down from +1.0) - Solar Orbital Generator (red/yellow/blue): +0.1/0.2/0.3*pop (down from +0.1/0.2/0.4) It would make sense to have at least BHPG top SOG (+0.4*pop?) - you get the tech way later, most of the time you first have to collapse a red star to be able to ...
by Jaumito
Sat Aug 11, 2018 4:22 pm
Forum: Play-Testing Feedback
Topic: Feedback for 0.4.8 RC3
Replies: 5
Views: 4767

Re: Feedback for 0.4.8 RC3

By "slow-tech", I mean either you're lagging behind in (weapon/ship) research, or have average or better research in these fields but a crappy production output, thus no way to produce newer ship designs in significant numbers to cope with enemy threats. Can depend on your starting species...
by Jaumito
Sat Aug 11, 2018 12:38 pm
Forum: Play-Testing Feedback
Topic: Feedback for 0.4.8 RC3
Replies: 5
Views: 4767

Re: Feedback for 0.4.8 RC3

Oberlus wrote: Sat Aug 11, 2018 9:37 am I've lost a game! Had to replay it 5 times to beat it. Solution was to go full carriers early.
Let me guess... you were playing a slow-tech species, right?
by Jaumito
Sat Jul 14, 2018 12:19 pm
Forum: Play-Testing Feedback
Topic: Do you ever use Nanorobotic Hull as a best choice?
Replies: 11
Views: 8038

Re: Do you ever use Nanorobotic Hull as a best choice?

Best choice for me is... as troopships. Because of the build cost, and the mere fact they're impervious to mine hits.
by Jaumito
Sun Jul 08, 2018 3:22 pm
Forum: Play-Testing Feedback
Topic: I keep missing a striking warning of PPs getting stockpiled
Replies: 11
Views: 2296

Re: I keep missing a striking warning of PPs getting stockpi

Would it be too difficult to have the warning icon's color be a continuous function rather than using thresholds? Like, starting as a bright yellow when >0%, getting progressively redder as the contibution rate increases?
by Jaumito
Thu Jul 05, 2018 5:52 pm
Forum: Other Game Design
Topic: Missiles VS Fighters
Replies: 5
Views: 1527

Re: Missiles VS Fighters

That sounds like chaff or anti-aircraft missiles, and has a very similar role to PD weapons (flaks). I missed or misread the part where you wrote missiles could be taken down by point defences, and I sort of assumed missiles were instant-hit weapons. In that case, without fighters there would have ...
by Jaumito
Thu Jul 05, 2018 7:04 am
Forum: Other Game Design
Topic: Missiles VS Fighters
Replies: 5
Views: 1527

Re: Missiles VS Fighters

If we want to introduce missiles in the game, I suggest changing fighters to purely defensive decoys: They absorb one hit and are gone for the current battle. They refill between battles regardless of supply lines. Tech upgrades would increase the number of decoys you get per ship part, and maybe gr...
by Jaumito
Mon Jul 02, 2018 5:41 am
Forum: Play-Testing Feedback
Topic: bombardment strange things with 0.48 rc2 (and before...)
Replies: 10
Views: 2913

Re: strange things with 0.48 rc2

one more strange thing look at the bomber icone on one of the ships, the "farmer". the two have exactly the same design with robot hull and EMP in all external slots That too can happen in 0.4.7. Please be explicit about what you think the bug is there, or what exactly looks odd to you. I...
by Jaumito
Sun Jul 01, 2018 6:02 pm
Forum: Play-Testing Feedback
Topic: bombardment strange things with 0.48 rc2 (and before...)
Replies: 10
Views: 2913

Re: strange things with 0.48 rc2

phocas wrote:one more strange thing

look at the bomber icone on one of the ships, the "farmer". the two have exactly the same design with robot hull and EMP in all external slots
That too can happen in 0.4.7.
by Jaumito
Sun Jul 01, 2018 6:00 pm
Forum: Play-Testing Feedback
Topic: bombardment strange things with 0.48 rc2 (and before...)
Replies: 10
Views: 2913

Re: strange things with 0.48 rc2

bombardment It was, every bit of it. So nothing specific to 0.4.8 here. ok for the 1) but what about the 2) ?? with the "cancel bombardment" button staying several turns after the combat end (no more target nor bomber ship) the button stayed even after restarting the game. t was only afte...
by Jaumito
Sun Jul 01, 2018 2:14 pm
Forum: Play-Testing Feedback
Topic: bombardment strange things with 0.48 rc2 (and before...)
Replies: 10
Views: 2913

Re: strange things with 0.48 rc2

phocas wrote:bombardment
bumped against a robotic ancient guardians with 100+ defends troops defending the Thabit asteroid
i tried the soft way via bombardement+EMP
i seldom use bombardment so don't know if it was this way in 0.47
It was, every bit of it. So nothing specific to 0.4.8 here.
by Jaumito
Thu Jun 28, 2018 10:26 am
Forum: Graphics
Topic: Feature suggestion - Nova bomb creates Nebula
Replies: 15
Views: 14329

Re: Feature suggestion - Nova bomb creates Nebula

Name: Singularity Generator A device with such, ahem, "biblical" implications really should have something like "Genesis", "Armageddon", "Ragnarok" or "Apocalypse" in its name to reflect its nature. E.g., Genesis Bomb. (I'm aware that "generato...
by Jaumito
Wed Jun 27, 2018 3:11 pm
Forum: Other Game Design
Topic: New species trait: fuel efficiency
Replies: 19
Views: 4428

Re: New species trait: fuel efficiency

What values did you use in your implementation? +1 for good and +2 for great, double of that as suggested by Ophiuchus, multiplicative as per Geoff, other? Your first suggestion (the one I quoted in my previous post), using this snippet of code from the Misiorla species file - EffectsGroup descript...