Search found 143 matches

by True_poser
Thu Apr 24, 2014 6:17 pm
Forum: Changelogs
Topic: Horizon major update/add-on released - v1.0.0.88 Notes
Replies: 19
Views: 66474

Re: Horizon major update/add-on released - v1.0.0.88 Notes

I like most of changes.
While high growth rate still owns everything, the game has become much more… well, not complex, but, well, whole.
Thank you very much.

I'll add a more thorough report as soon as I'll read everything I've missed on these forums.
by True_poser
Sun Mar 02, 2014 4:23 am
Forum: Gameplay
Topic: Some newbi questions
Replies: 12
Views: 14221

Re: Some newbi questions

50k means nothing at all, actually, as on ~7th turn your population exceeds 10 million.

Yes, you can kill a mothership with cruisers, but tactical combat is not rewarding, so better use the biggest guns on the biggest ships.
by True_poser
Fri Feb 28, 2014 7:21 am
Forum: Gameplay
Topic: Some newbi questions
Replies: 12
Views: 14221

Re: Some newbi questions

Nope, there isn't a way to boost colony population.

You can set high growth rate in the race editor.
I won't go into details, but the result is drastically different.
by True_poser
Mon Feb 24, 2014 7:27 am
Forum: Gameplay
Topic: Help w/short cuts and Research Details page...
Replies: 1
Views: 3205

Re: Help w/short cuts and Research Details page...

The only shortcuts I found and use are for fleet management.
You select a fleet and then press coresponding key, they are written in () in the list.
M[ove] and S[urvey system] are the most used ones, rarely O[rbit].

Regarding research details - right click on a tech in research menu.
by True_poser
Mon Feb 24, 2014 7:22 am
Forum: Gameplay
Topic: Can't Bombard Planets
Replies: 12
Views: 11222

Re: Can't Bombard Planets

> automode will just disable their defenses

That's exactly what it tries to do.
However, in somewhat like one time out of three, the population ends before defences' hp does.

It may make sense with fanatical/devoted, but usually civilians should be afraid of collateral damage.
by True_poser
Mon Feb 24, 2014 6:47 am
Forum: Support
Topic: [1.0.0.80/79] Bug with changing engines and/or power plants
Replies: 1
Views: 3427

Re: [1.0.0.80/79] Bug with changing engines and/or power pla

It would be nice for engines to be different.

However, it's not a bug that they occupy the same space.
It's their cost in manufacturing points that is 1% or 10% or something in between from the hull size, but not their own size.
by True_poser
Tue Feb 18, 2014 4:35 pm
Forum: Support
Topic: Broken Economy
Replies: 6
Views: 5488

Re: Broken Economy

That's really interesting, trying to reproduce...
by True_poser
Tue Feb 18, 2014 12:57 pm
Forum: Support
Topic: Broken Economy
Replies: 6
Views: 5488

Re: Broken Economy

It just dropped down in one turn?

If not, hover your mouse pointer over the money counter, a more detailed list of profits and expenses will be shown.
Maybe ship maintenance.
by True_poser
Fri Feb 14, 2014 10:08 pm
Forum: Main
Topic: Messy borders.
Replies: 7
Views: 10186

Re: Messy borders.

That's exactly the point.
If it's not effective to have colonies "overseas" then AI just won't make them.
It's a simple cost-benefit analysis.

AI will travel and explore, you will travel and explore, you'll know about each other, but you won't bump noses.
Yet.
by True_poser
Fri Feb 14, 2014 9:33 pm
Forum: Main
Topic: Messy borders.
Replies: 7
Views: 10186

Re: Messy borders.

Well, my suggestion works the same way, actually. 2 turns * speed is the same as fuel cell radius. But it does not prevent exploration (smallest map here is like MOO2's large). And, as fringe colonies are mostly useless, does it matter, do you put a trail of supply outposts before colonizing or after?
by True_poser
Fri Feb 14, 2014 9:11 pm
Forum: Gameplay
Topic: Understanding population growth
Replies: 0
Views: 3217

Understanding population growth

Bottom line - never take low growth rate, strive to take high growth rate and relevant techs at start. So, how does the population grow? Time is candy, so I've put tl;dr at the bottom and made some graphs first: http://i.imgur.com/bLkSRrB.gif No techs bonuses in that gif, but here's a munchkin race...
by True_poser
Fri Feb 14, 2014 6:11 pm
Forum: Support
Topic: Can't Launch Game
Replies: 2
Views: 3594

Re: Can't Launch Game

What happens if you go to \Steam\SteamApps\common\Horizon and double-click on "Horizon"?
by True_poser
Fri Feb 14, 2014 6:09 pm
Forum: Gameplay
Topic: Production Lock For Ships
Replies: 3
Views: 4412

Re: Production Lock For Ships

You can set up up to one hundred of ships of each type per colony in queue.

As far as I understand, you'd like to pay for your next ship only after the previous ship is built, right?
by True_poser
Fri Feb 14, 2014 6:02 pm
Forum: Main
Topic: Player Expansion Recipe - Nerf Needed?
Replies: 26
Views: 28272

Re: Player Expansion Recipe - Nerf Needed?

> To buy a single colonizer You pay the usual price for it when you order it to be built and then pay x3 of price*percent_left - essentially x4 to buy something in one turn. 5.26 isn't quite 5.25 = 1.75*3 because of rounding. Difficulty level does not change ratio in this. > pre-purchasing of infras...
by True_poser
Fri Feb 14, 2014 4:12 pm
Forum: Main
Topic: Player Expansion Recipe - Nerf Needed?
Replies: 26
Views: 28272

Re: Player Expansion Recipe - Nerf Needed?

Clarifying. > considering a re-usable single colony ship is useless? Option to destroy it is useless in current economy. > The only thing stopping the player is travel time Yep. > quick colonies are immediately profitable. Yep. > I'm not spending a single dime on a new colonizer Yep. > Gotta wait th...
by True_poser
Fri Feb 14, 2014 3:55 pm
Forum: Gameplay
Topic: Understanding farming
Replies: 5
Views: 7585

Re: Understanding farming

Good farming gives you a jumpstart.

Let's take boring humans.

Average farming + average research equals to 7116 RPs at the first turn.
Average farming + good research equals to 8916 RPs.
Good farming + average research equals to 8903 RPs plus 2.6 better industry.
by True_poser
Fri Feb 14, 2014 9:40 am
Forum: Support
Topic: -77 Billion Credits?
Replies: 3
Views: 3785

Re: -77 Billion Credits?

Could you, please, share your save?
by True_poser
Fri Feb 14, 2014 9:39 am
Forum: Main
Topic: Player Expansion Recipe - Nerf Needed?
Replies: 26
Views: 28272

Re: Player Expansion Recipe - Nerf Needed?

I don't use that option.
It's generic and useless in current economy.
by True_poser
Fri Feb 14, 2014 9:34 am
Forum: Gameplay
Topic: Understanding farming
Replies: 5
Views: 7585

Re: Understanding farming

I've never noticed food trade doing something except for small revenue.
They'd better have a food fight with that surplus.
by True_poser
Fri Feb 14, 2014 9:26 am
Forum: Gameplay
Topic: Population Growth
Replies: 2
Views: 3592

Re: Population Growth

Ok, it's complicated, so the results here are preliminary. They are made: - using native planets (100% growth) - without any tech, affecting growth rate - with always enough food - with average growth rate in traits So. First the population jumpstarts, doubling each turn - 50k, 100k, ... , 12800k. A...