Search found 214 matches

by mem359
Tue Mar 29, 2016 11:26 pm
Forum: Play-Testing Feedback
Topic: [Mac build 2016-03-21.ef3e588] unable to exit program
Replies: 4
Views: 720

Re: [Mac build 2016-03-21.ef3e588] unable to exit program

Looking at the GitHub thread, Vezzra and LGM-Doyle found a solution during the past week.

The most recent Mac test build (2016-03-29.fb14c08) exits without a problem.
by mem359
Tue Mar 29, 2016 9:41 pm
Forum: Play-Testing Feedback
Topic: An extensive combat analysis of ship hulls
Replies: 26
Views: 5176

Re: An extensive combat analysis of ship hulls

Okay, I see that the ship costs do go up. I had forgotten the original cost, and the numbers are already "baked in" when I'm designing. Suggestion 1: Have a note in one of the windows (production? ship build?) about how much ship costs have gone up. Maybe "With 35 ships in service, th...
by mem359
Tue Mar 29, 2016 8:39 pm
Forum: Play-Testing Feedback
Topic: An extensive combat analysis of ship hulls
Replies: 26
Views: 5176

Re: An extensive combat analysis of ship hulls

Single weapon ships are "optimal" since armor is significantly cheaper than a comparable weapon. I'll have to think if it makes sense to build "tanks" instead of "cannons". (Obviously, that changes if you have Etty or Mu Ursh for that extra weapon rank.) Maybe I'm remem...
by mem359
Fri Mar 25, 2016 4:47 pm
Forum: Play-Testing Feedback
Topic: New Troops System
Replies: 24
Views: 3529

Re: New Troops System

?!?!?!? wtf, my ships don't get build .. no error message, nothing .. how exactly does that work?? when is the ammount replenished? or can I finish troop ships up to the total ammount of troops on the planet EACH turn? now that would just be a micromanagement desaster .. the I have to que the ships...
by mem359
Thu Mar 24, 2016 12:34 am
Forum: Play-Testing Feedback
Topic: New Troops System
Replies: 24
Views: 3529

Re: New Troops System

I'm glad you pointed this out.

I was wondering why my (3 x troop ships) was completely paid for, but not being built (until I increased the troop capacity of that planet).
by mem359
Wed Mar 23, 2016 1:30 pm
Forum: Play-Testing Feedback
Topic: [Mac build 2016-03-21.ef3e588] unable to exit program
Replies: 4
Views: 720

[Mac build 2016-03-21.ef3e588] unable to exit program

For the most recent released test build for the Mac (2016-03-21.ef3e588), when I click "Exit" from the main menu, the program does not stop. After clicking Exit, the main menu window is closed: [debug] Client : (HumanClientFSM) ~IntroMenu ... but the program does not exit. It isn't doing a...
by mem359
Mon Mar 21, 2016 10:19 pm
Forum: Play-Testing Feedback
Topic: Enemy ships immune to my firepower?
Replies: 13
Views: 1175

Re: Enemy ships immune to my firepower?

I'm playing along and in one of my first defense battles I notice that the enemy ship does not get destroyed. So over a few turns I observe the battle at my planet and see that the enemy ship only loses 2 armor points per turn - corresponding to the defense mines. At the same time my fleet is losin...
by mem359
Thu Mar 17, 2016 9:59 pm
Forum: Play-Testing Feedback
Topic: Accretion disk cutting off supply line?
Replies: 4
Views: 507

Re: Accretion disk cutting off supply line?

The Silent One wrote:I could be mistaken, but could it be that your and the enemies supply cancel each other out? From the circles I take you're playing with Geoff's new supply propegation.
I am using the most recently released test build, and was not aware of the anti-supply modification.
Thanks for the info.
by mem359
Thu Mar 17, 2016 6:02 pm
Forum: Play-Testing Feedback
Topic: Accretion disk cutting off supply line?
Replies: 4
Views: 507

Accretion disk cutting off supply line?

I wanted to check if the "accretion disk" modifier is behaving as intended. There might be a bug, or maybe the Pedia entry has me confused. It sounds like any colonies inside a system with an accretion disk will have their supply lines reduced by 1, but it shouldn't affect anything outside...
by mem359
Thu Mar 17, 2016 5:52 pm
Forum: Play-Testing Feedback
Topic: Psionics tech shows a cost of 1M in List view
Replies: 3
Views: 467

Re: Psionics tech shows a cost of 1M in List view

Vezzra wrote:Can you open an issue on github?
Submitted: https://github.com/freeorion/freeorion/issues/527
by mem359
Wed Mar 16, 2016 5:17 pm
Forum: Play-Testing Feedback
Topic: Psionics tech shows a cost of 1M in List view
Replies: 3
Views: 467

Psionics tech shows a cost of 1M in List view

I use the "List" view for the Tech window. In the table, "Psionics" lists as 1 million RP. (Using the Mac test build that was released this week.) It doesn't actually behave that way. In the research queue and the Pedia entry, it shows the correct cost (600, or 100 if I've conque...
by mem359
Sun Feb 21, 2016 5:45 pm
Forum: Play-Testing Feedback
Topic: I need a challenge!
Replies: 26
Views: 4198

Re: I need a challenge!

Right now the game is still evolving, and is not ideally balanced. Maybe chose the path less taken, for the added difficulty? (And provide feedback on the experience, for when decisions are made to better balance the game.) For example, I think the robotic ship hulls (robotic / self-gravitating / ti...
by mem359
Sun Feb 21, 2016 12:20 am
Forum: Play-Testing Feedback
Topic: Chato default focus
Replies: 11
Views: 2388

Chato default focus

Shouldn't the Chato default focus (for a new colony) be Research, instead of industry?

The Humans do this, and they don't even have the racial Great Research.
by mem359
Fri Feb 19, 2016 12:43 am
Forum: Play-Testing Feedback
Topic: planet suitability and extinct species
Replies: 1
Views: 494

planet suitability and extinct species

Right-clicking on planets will bring up the planet suitability, which will list all species that currently populate your empire (and exobots, no matter what). I suggest that if a Xenoresurrection Lab is completed on a planet with extinct species remains, then that should be on the list also. I wante...
by mem359
Thu Feb 18, 2016 10:39 pm
Forum: Play-Testing Feedback
Topic: Unguarded ancient ruins
Replies: 11
Views: 1159

Re: Unguarded ancient ruins

Vezzra wrote:and then there is a 90% chance that it will actually have a guardian. Meaning, one out of ten Ancient Ruin specials will be without one. :D
I guess the AI players (since they vastly outnumber me) have been the beneficiaries of the 10% up to now.
Thanks for the information.