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.
Search found 143 matches
- 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
- 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.
Yes, you can kill a mothership with cruisers, but tactical combat is not rewarding, so better use the biggest guns on the biggest ships.
- 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.
You can set high growth rate in the race editor.
I won't go into details, but the result is drastically different.
- 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.
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.
- 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.
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.
- 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.
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.
- 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...
- 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.
If not, hover your mouse pointer over the money counter, a more detailed list of profits and expenses will be shown.
Maybe ship maintenance.
- 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.
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.
- 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?
- 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...
- 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"?
- 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?
As far as I understand, you'd like to pay for your next ship only after the previous ship is built, right?
- 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...
- 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...
- 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.
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.
- 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?
- 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.
It's generic and useless in current economy.
- 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.
They'd better have a food fight with that surplus.
- 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...