Search found 13 matches

by Dragget
Mon Apr 03, 2017 11:36 pm
Forum: Play-Testing Feedback
Topic: 0.4.6+ Ancient Ruins issue
Replies: 2
Views: 523

Re: 0.4.6+ Ancient Ruins issue

D'oh. Sorry... happened on the same turn as I colonized. Should have occurred to me that it was someone else coincidentally colonizing at the same time.
by Dragget
Mon Apr 03, 2017 7:08 pm
Forum: Play-Testing Feedback
Topic: 0.4.6+ Ancient Ruins issue
Replies: 2
Views: 523

0.4.6+ Ancient Ruins issue

Version ID: 0.4.6+ [2017-03-27.8f1b013] (Attached .SAV file for reference) When settling a planet with Ancient Ruins, the SitRep announces discoveries on the next turn, but I am not awarded with the technologies... Didn't have the tech researched, so it shouldn't have announced a discovery in the Si...
by Dragget
Tue Feb 21, 2017 12:06 am
Forum: Play-Testing Feedback
Topic: Blockade calculations [0.4.6+ build 2017-02-14.c2e2bb0]
Replies: 11
Views: 800

Re: Blockade calculations [0.4.6+ build 2017-02-14.c2e2bb0]

I don't think we have yet been shown enough information about the planets at Pern and Pecca and whatever colony you set to Supply focus (and what the supply meters are at the various planets) to say anything definitive, but it's still my expectation that those meters tell the story and that things ...
by Dragget
Mon Feb 20, 2017 11:18 pm
Forum: Play-Testing Feedback
Topic: Blockade calculations [0.4.6+ build 2017-02-14.c2e2bb0]
Replies: 11
Views: 800

Re: Blockade calculations [0.4.6+ build 2017-02-14.c2e2bb0]

So, here is what transpired a few turns later, after I had set my nearest colony to Supply focus and built a colony on that outpost: http://i222.photobucket.com/albums/dd95/Dragget/Example%203.png Apparently, when the situation flips in my favor, the AI empire gets to share the supply route . Seems ...
by Dragget
Mon Feb 20, 2017 6:08 pm
Forum: Play-Testing Feedback
Topic: Blockade calculations [0.4.6+ build 2017-02-14.c2e2bb0]
Replies: 11
Views: 800

Re: Blockade calculations [0.4.6+ build 2017-02-14.c2e2bb0]

So you're saying that my warship doesn't affect the supply line calculation since I'm not at war, but in the second example, once my fleet moved into position, the supply route WAS recalculated, cutting off the Order's outlying system. What accounts for this difference then?
by Dragget
Mon Feb 20, 2017 5:55 pm
Forum: Play-Testing Feedback
Topic: Blockade calculations [0.4.6+ build 2017-02-14.c2e2bb0]
Replies: 11
Views: 800

Re: Blockade calculations [0.4.6+ build 2017-02-14.c2e2bb0]

The mechanics for supply propagation have been intentionally changed. Now, only one empire can connect planets and supply fleets in any particular system. That still doesn't explain the first example, where I have military units in case to protect my trade route. If it was calculating correctly, th...
by Dragget
Mon Feb 20, 2017 5:13 pm
Forum: Play-Testing Feedback
Topic: Blockade calculations [0.4.6+ build 2017-02-14.c2e2bb0]
Replies: 11
Views: 800

Blockade calculations [0.4.6+ build 2017-02-14.c2e2bb0]

(Windows 10) I'm noticing some problems with how trade routes are open/blocked in the last few test releases. Essentially, I'm seeing blockades implemented incorrectly in situations where I am allied with another empire. If I'm at peace, I shouldn't have my trade routes blocked by my ally, and nor s...
by Dragget
Sat Feb 15, 2014 9:31 pm
Forum: Play-Testing Feedback
Topic: [6870] Core Slot
Replies: 3
Views: 893

[6870] Core Slot

I installed this version last week and have been playing a bit here and there as I have time... I finally got a game progressed far enough to research Contra Gravitational Maintenance and was looking at the Self-Gravitating Hull in the ship builder screen. In this version, the hull has something cal...
by Dragget
Tue Feb 11, 2014 1:13 am
Forum: Play-Testing Feedback
Topic: Feedback for [6870] and [6281]
Replies: 18
Views: 1604

Re: Feedback for [6870] and [6281]

Played a bit more on the latest release. SD mines are definitely not doing damage to non-hostiles in this release. As far as the display issue in the production queue, one solution might be to move the planet name to a separate line. That way you could still display planet names at lower resolutions...
by Dragget
Mon Feb 10, 2014 11:35 pm
Forum: Play-Testing Feedback
Topic: Feedback for [6870] and [6281]
Replies: 18
Views: 1604

Re: Feedback for [6870] and [6281]

If you guys are really convinced it's not working right thought I can try double checking things sometime, starting with the parsing. [edit] though my best guess would be a parsing problem of "Source.Owner", but then it looks like mine damage would happen to everyone, even the owner. So I'd be look...
by Dragget
Mon Feb 10, 2014 10:52 pm
Forum: Play-Testing Feedback
Topic: Feedback for [6870] and [6281]
Replies: 18
Views: 1604

Re: Feedback for [6870] and [6281]

I do think it's too much in the very early game, and have played around with other affects but haven't found one that I'm happier with. But, you can easily go in and change the settings, it's all in species.txt in the default folder, reduce the distance down or simply change the malus to a flat rat...
by Dragget
Mon Feb 10, 2014 9:19 pm
Forum: Play-Testing Feedback
Topic: Feedback for [6870] and [6281]
Replies: 18
Views: 1604

Re: Feedback for [6870] and [6281]

FWIW, [6870] is the most recent build and [6281] is the "stable" build (Windows) This is a display isssue on new install and has applied for as long as I've been playing, reinstall and try again, but resize your display window and then restart the game. Thanks! That fixed it. How about instead the a...
by Dragget
Mon Feb 10, 2014 7:48 pm
Forum: Play-Testing Feedback
Topic: Feedback for [6870] and [6281]
Replies: 18
Views: 1604

Feedback for [6870] and [6281]

I've been playing this over the past couple of months and thought I'd give some feedback. Mostly I'm really impressed with it, especially given that it's a work-in-progress :) [6870] I just checked this out last night. After starting one game I removed it and went back to 6281. In the build queue, t...