Search found 74 matches
- Thu Dec 05, 2013 12:30 pm
- Forum: In Testing
- Topic: [457] Design Bugs
- Replies: 1
- Views: 9406
[457] Design Bugs
Zaimat, I can't remember if you've seen this at all ... Two bugs maybe ... (1) Default Race Weapons/Propulsion/Armor Loaded in Design ... when during customization, those are removed and replaced with something different. (2) In Design screen, if you modify either a ship or starbase and then toggle ...
- Mon Oct 28, 2013 12:10 am
- Forum: Gameplay
- Topic: Experience/leveling system thoughts
- Replies: 6
- Views: 7309
Re: Experience/leveling system thoughts
1) It doesn't fit with the the theme of a 4X game. In a 4X game, you're focused on high-level issues, and things that take years, decades or even centuries. The leader of even a modern-day nation doesn't order individual ships around; they focus on task forces. (Aircraft carriers can be something o...
- Wed Oct 23, 2013 7:53 am
- Forum: Main
- Topic: The Horizon Random events contest!
- Replies: 30
- Views: 61471
Re: The Horizon Random events contest!
Title: Rush'in Roulette Description: Rushing construction has a chance that any one (or more) construction jobs (building or ship) has an industrial accident. Effect: Two possible effects : (1) Delay ... Construction freezes back to original turn completion (before rush time), see duration for free...
- Sun Oct 20, 2013 1:07 pm
- Forum: Gameplay
- Topic: Feedback (long post)
- Replies: 11
- Views: 11491
Re: Feedback (long post)
Still my 2 credits worth - I believe firmly that the more options you give players in the games initial setup, the greater the replay value of the game. Hi OzHawkeye, I fully agree with you that more setup options will add to the replay value. I also think being able to start a game at different te...
- Sun Oct 20, 2013 12:58 pm
- Forum: Main
- Topic: Could we have a "profile manager" for the game, please?
- Replies: 3
- Views: 7954
Re: Could we have a "profile manager" for the game, please?
I agree.GreenKing wrote:Yes, especially under beta conditions where testing features and gameplay issues are more important than would be the case in the finished game, it would allow reference to different strategies.
- Sun Oct 20, 2013 12:57 pm
- Forum: Main
- Topic: Occupation and Terraforming
- Replies: 26
- Views: 34459
Re: Occupation and Terraforming
I had some more thoughts about terraforming ... Is it a waste of time? Why do we want to terraform? Well, we want to convert a hostile planet to our races habitat ... Instead of colonizing perhaps we should look at automation. We don't need to terraform a planet if robot technology exists since we c...
- Fri Oct 18, 2013 3:38 pm
- Forum: Main
- Topic: The Horizon Random events contest!
- Replies: 30
- Views: 61471
Re: The Horizon Random events contest!
Title: Pirate Raiders Description: Pirates raid a quadrant (sector 1-6). Effect: Colonies within quadrant have random reduced effects in areas of trade, entertainment, farming, industry, or research. Duration: 10 turns or until player takes action (see below). Player/AI action to stop the event (op...
- Thu Oct 17, 2013 2:59 pm
- Forum: Gameplay
- Topic: Diplomatic Victory?
- Replies: 4
- Views: 5592
Re: Diplomatic Victory?
Hi Teksun,
To vote for yourself, click on yourself (figure). To vote for other race, click on other race figure.
To vote for yourself, click on yourself (figure). To vote for other race, click on other race figure.
- Thu Oct 17, 2013 1:07 pm
- Forum: Main
- Topic: Combat in Beta 4.50
- Replies: 9
- Views: 13716
Re: Combat in Beta 4.50
My ships "see" enemy ships in adjacent sectors that I don't see while in tactical mode (maybe an indicator (red arrow or something like that) in tactical overview would be helpful to show that there ist more in the vincinity). Hmm, you should be able to see the exact same between tactical...
- Thu Oct 17, 2013 1:03 pm
- Forum: Main
- Topic: Combat in Beta 4.50
- Replies: 9
- Views: 13716
Re: Combat in Beta 4.50
Ok, I admit I was bit little bit frustrated when I wrote this :oops: I'm aware that it's a beta, the AI is a baby and there's a lot on the todo list already. I apologize to the devs, didn't want to blame you. It was just frustrating seeing those idiot ships frantically commiting suicide no matter w...
- Thu Oct 17, 2013 10:07 am
- Forum: Main
- Topic: Combat in Beta 4.50
- Replies: 9
- Views: 13716
Re: Combat in Beta 4.50
Hi Yarodin, Welcome ... I'm going to present you with your level 1 badge called ... The Badge Of Combat Frustration :evil: . Hold still because when I pin it on you, you will feel the pain... :shock: On a serious note ... There is a lot of functionality with ship combat that hasn't been built yet (s...
- Thu Oct 17, 2013 9:41 am
- Forum: Gameplay
- Topic: Maintenance Costs
- Replies: 15
- Views: 14114
Re: Maintenance Costs
Ok ... Forget about salaries for the troops, change that term to read maintenance. I would think that troop maintenance falls under the mechanics of ... Build and Maintain. When we create a barracks the troops start "building" which should cost us something (whether it be industrial units ...
- Wed Oct 16, 2013 2:04 pm
- Forum: Gameplay
- Topic: Maintenance Costs
- Replies: 15
- Views: 14114
Re: Maintenance Costs
Ok ... Great suggestions! ... I'd like to add some more ... (1) Maintenance Cost increases 1% per turn since last refit. In other words, we are scraping the space barnacles off the hull, fixing cracks, etc. This alone will give me incentive to send ships back to port even though there isn't a tech u...
- Tue Oct 15, 2013 7:57 pm
- Forum: Gameplay
- Topic: FTL Jump (idea for fleet formation)
- Replies: 11
- Views: 15227
Re: FTL Jump (idea for fleet formation)
One other method to move a fleet in sub-space could be done with abstraction. When the fleet "warps", the ships pop out and the ships are put in a fleet container. This means the fleet isn't represented by individual ships but instead replaced by a fleet counter. When the fleet reaches it'...
- Tue Oct 15, 2013 2:11 pm
- Forum: Gameplay
- Topic: FTL Jump (idea for fleet formation)
- Replies: 11
- Views: 15227
FTL Jump (idea for fleet formation)
Zaimat and all, The Har'Kan have a special ability that allows them to move twice in a turn, they jump then move. This jump logic is perfect for maintaining fleet cohesion when a fleet with several size ships move across the galaxy. Instead of the fleet "moving" square by square, they jump...
- Tue Oct 15, 2013 1:34 pm
- Forum: Gameplay
- Topic: Amazing game, needs some tweeking though.
- Replies: 9
- Views: 9675
Re: Amazing game, needs some tweeking though.
Apropos travelling times: is there a way to avoid that a fleet where ships with different travelling speeds will scatter over multiple sectors? There isn't a way to avoid this, the fleet will stretch out longitudinally with small ships out front and the mother ships in trail. I use a work around by...
- Mon Oct 14, 2013 11:17 pm
- Forum: Gameplay
- Topic: Feature Suggestions
- Replies: 13
- Views: 12311
Re: Feature Suggestions
I have a suggestion to allow a colony to expand beyond the building limit ... We need to look up at Space Stations and Platforms. If the player was allowed to design Space Stations and Platforms like we design ships, then the player can build these orbital structures with modules that enhance the co...
- Mon Oct 14, 2013 11:00 pm
- Forum: Gameplay
- Topic: Diplomacy bug?
- Replies: 1
- Views: 3386
Re: Diplomacy bug?
Hello, I have tried the beta version from Steam and I have a problem with making enemies not to attack me and vice versa. Like this last example. I enter a non aggression pact with an enemy, I also enter a free movement treaty, yet in another turn his ships in my system attack me. And because he wa...
- Mon Oct 14, 2013 10:39 pm
- Forum: Gameplay
- Topic: The Do Nothing Test
- Replies: 1
- Views: 3408
Re: The Do Nothing Test
Hiya Frozen, Apparently you discovered the "monkey-see-monkey-do" level of the AI :wink: ... Perhaps later, when the AI realizes that the player is "doing nothing" it will grow a set of proverbial balls and begin playing the game without the player :lol: After a few builds I will...
- Mon Oct 14, 2013 10:21 pm
- Forum: Gameplay
- Topic: Amazing game, needs some tweeking though.
- Replies: 9
- Views: 9675
Re: Amazing game, needs some tweeking though.
1. Sometimes my fleet crosses sectors I don't want to enter because of hostile fleets which are too heavy for my ships. I'd really like some highlighting of sectors or something like that when planning the route to a sector. Hi Yarodin, You probably have seen that your fleet isn't in the center of ...