Search found 189 matches
- Tue Nov 20, 2018 11:37 am
- Forum: General Discussion
- Topic: Understanding fighters and launch bays
- Replies: 8
- Views: 7642
Re: Understanding fighters and launch bays
On top of what's been already said - (1) Indeed, fighters will eventually outshine bombers in raw damage with tech and pilot levels. For instance, I remember that the numbers for Mu'ursh pilots with Plasma Fighters are 2*22 = 44 for bombers and 3*15 = 45 for fighters. (2) Bomber hangars cost more th...
- Fri Nov 16, 2018 12:16 am
- Forum: Play-Testing Feedback
- Topic: Finally tried 0.4.8...
- Replies: 74
- Views: 29510
Re: Finally tried 0.4.8...
What are your issues with fleet management? Lots, but just to give a couple examples of its... unwieldiness: I have a fleet of 100 ships on system A (let's assume they're the same type), and to react to a double threat I want to send the 70 less damaged ones to system B and the rest to system C. In...
- Thu Nov 15, 2018 7:43 am
- Forum: Play-Testing Feedback
- Topic: Finally tried 0.4.8...
- Replies: 74
- Views: 29510
Re: Finally tried 0.4.8...
Lots of chokepoints, that's why.
- Thu Nov 15, 2018 7:41 am
- Forum: Play-Testing Feedback
- Topic: Finally tried 0.4.8...
- Replies: 74
- Views: 29510
Re: Finally tried 0.4.8...
Hi, There's a post complaining that the UI requires way too many clicks Could you give an example of something you think takes too many clicks? The UI seems fine to me, but I'm used to it so I may not notice something you have. We might also be able to show a simpler way to do it. Sure. I'll walk t...
- Tue Nov 13, 2018 11:58 am
- Forum: Other Game Design
- Topic: Toroidal maps
- Replies: 8
- Views: 1607
Re: Toroidal maps
You could of course explicitely connect fringe systems in universe generation with extremely long single-jumps. Would probably suck though. Unless there's a way to set the distance for those starlanes, it wouldn't help much, except maybe for tiny galaxies. The goal is to generate a fair, even playi...
- Mon Nov 12, 2018 9:47 pm
- Forum: Other Game Design
- Topic: Toroidal maps
- Replies: 8
- Views: 1607
Toroidal maps
Is there any chance we'll see toroidal (wraparound) galaxy maps in the future?
- Mon Nov 12, 2018 9:34 pm
- Forum: Play-Testing Feedback
- Topic: Finally tried 0.4.8...
- Replies: 74
- Views: 29510
Re: Finally tried 0.4.8...
If you start as a xenophobic species, the moment you conquer a planet with another species, you get a free Concentration Camp on that world, which you cannot get rid of until the planet is cleansed. Looks like you're throwing the baby with the bathwater here. I'd rather have the xenophobic penalty ...
- Fri Nov 09, 2018 1:08 am
- Forum: Play-Testing Feedback
- Topic: Finally tried 0.4.8...
- Replies: 74
- Views: 29510
Re: Finally tried 0.4.8...
Anyone can integrate any species into their empire with equal ease, and they might as well have been part of your empire all along. I think a great way to solve this would be to implement revolts. Say, if a species (other than your starting one and Exobots) accounts for X% of your empire's total po...
- Wed Nov 07, 2018 9:33 am
- Forum: General Discussion
- Topic: Multiplayer community looking for more players
- Replies: 36
- Views: 23109
Re: Multiplayer community looking for more players
First I should say that our MP group is just 2 regulars + 2 occasionals, so my feedback may be skewed a bit by a lack of diversity. > does stealth as combat tactics work against human players sometimes? Absolutely, it's a race between stealth and detection. We're using a custom stealth patch with en...
- Wed Nov 07, 2018 6:46 am
- Forum: Play-Testing Feedback
- Topic: Finally tried 0.4.8...
- Replies: 74
- Views: 29510
- Tue Nov 06, 2018 1:19 pm
- Forum: Play-Testing Feedback
- Topic: Banforo, Kilandow and supply
- Replies: 1
- Views: 4941
Banforo, Kilandow and supply
The species' description files both have an "AVERAGE_SUPPLY" tag but the corresponding [[AVERAGE_SUPPLY]] reference is missing. I guess that's the reason why these species don't get supply bonuses from focus:logistics or space elevators. I also noticed that when you conquer Banforo or Kila...
- Tue Nov 06, 2018 10:16 am
- Forum: Play-Testing Feedback
- Topic: Finally tried 0.4.8...
- Replies: 74
- Views: 29510
Re: Finally tried 0.4.8...
Flak: Though I use them, because so much stuff is unshielded, I'm not sure how great they are, even against fighters. They do not help against them on Turn 1 because no fighters have been deployed. They do not help on Turn 3 because enemy fighters will get to attack anyway. In a sense, then, Flak e...
- Sun Nov 04, 2018 4:33 pm
- Forum: Play-Testing Feedback
- Topic: Finally tried 0.4.8...
- Replies: 74
- Views: 29510
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...
- Sat Nov 03, 2018 3:55 pm
- Forum: Play-Testing Feedback
- Topic: Finally tried 0.4.8...
- Replies: 74
- Views: 29510
Re: Finally tried 0.4.8...
In mid game I use self.-grav. hulls, which can have [...] 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 choi...
- Tue Oct 30, 2018 7:52 pm
- Forum: Play-Testing Feedback
- Topic: Robotic shields
- Replies: 16
- Views: 10408
Re: Robotic shields
Try playing against human players for a change. If you still don't use flak then, either you're a tactical genius or you're dead. Hmmm... That intrigues me. I've never played against other human players. Two words: supply lines. Human players know how to defend theirs and how to cut yours, the AI d...