Search found 37 matches

by Toastmartin
Wed Aug 03, 2016 6:35 pm
Forum: Play-Testing Feedback
Topic: Improving the AI - research order?
Replies: 24
Views: 2537

Re: Improving the AI - research order?

(and let's face it it's the homeworld that makes the most difference normally) Nah, thats about half of the bonus. The other half comes from the fact that you can colonize much more planets (in your systems) with another species and cherrypick pilot or troop traits. Great! The next step is to join ...
by Toastmartin
Wed Aug 03, 2016 1:08 pm
Forum: Play-Testing Feedback
Topic: Improving the AI - research order?
Replies: 24
Views: 2537

Re: Improving the AI - research order?

I played some games and tried to write down my tech order. I noticed it changes with my situation in the game just as much as with the species. So it seems to make little sense to write down a fixed order. In most games I dont even research the mass drivers, exept when meeting an early enemy with a ...
by Toastmartin
Sun Jul 10, 2016 10:45 am
Forum: Play-Testing Feedback
Topic: Improving the AI - research order?
Replies: 24
Views: 2537

Re: Improving the AI - research order?

I could not find the file to edit .. what exacly is its name and in which of my local folders should it be? editable with a .txt editor?
by Toastmartin
Thu Jul 07, 2016 8:43 am
Forum: Play-Testing Feedback
Topic: Improving the AI - research order?
Replies: 24
Views: 2537

Re: Improving the AI - research order?

So, I understand correctly, that in the current test version the tech lists for the AI are already dynamic? What determines the index={0..4} in TechListsAI.py? My criticism for that lists would be that there are to many useless techs on the list. I usually do not research any ship hulls besides the ...
by Toastmartin
Wed Jul 06, 2016 12:15 pm
Forum: Play-Testing Feedback
Topic: Improving the AI - research order?
Replies: 24
Views: 2537

Improving the AI - research order?

Hi, I'm still a little bit sad that the AI is not very smart. I see three reasons for that: - tech research order - descision making around ship movement and invasion (War ships leaving the turn that the troop ships arrive and vice versa) - descision making around colonisation and colony focus setti...
by Toastmartin
Fri Jul 01, 2016 8:10 am
Forum: Play-Testing Feedback
Topic: Xenophobia
Replies: 13
Views: 3208

Re: Xenophobia

Oh, ok. The supply-meter is VERY hidden, since the supply symbol is not there if the menu is not expanded. Infrastructure doesnt do anything at the moment, right?? Whats the design intention behind seperating infrastructure from suppply? Is it intentional that outposts have a base supply range of 0?...
by Toastmartin
Thu Jun 30, 2016 4:54 pm
Forum: Play-Testing Feedback
Topic: Xenophobia
Replies: 13
Views: 3208

Xenophobia

In the latest test version I played a game with Eaxaw and noticed that the mali for the xenophobic frenzy changed from population malus to a HUGE production malus respective a small research malus. At that point it was to late to build concentration camps, so the easiest solution was to set all the ...
by Toastmartin
Wed Jun 08, 2016 1:46 pm
Forum: Play-Testing Feedback
Topic: Feedback needed: Production & Research Priorities
Replies: 20
Views: 3670

Re: Feedback needed: Production Priorities

Did a game with egassem. Captured two enemy homeworlds with the starting design frigates (pack of 5 for each homeworld). They didn't stand a chance. The homeworlds were to far away, but I had so much production that the outpost were not a problem either. (150 Stars, 6 AIs) So, jes at the current itt...
by Toastmartin
Mon May 09, 2016 7:14 pm
Forum: Play-Testing Feedback
Topic: Bug? Xenophobic frenzy
Replies: 11
Views: 1565

Re: Bug? Xenophobic frenzy

ok, cool. The last piece I need to undestand the whole pop-complex: What exactly do the racial braod tolerance and narrow tolerance do? narrow: home is good, one step in the circle is poor, rest is hostile? normal: home is good, one step in the circle means one step worse (good, adequate, poor, host...
by Toastmartin
Thu May 05, 2016 3:49 pm
Forum: Play-Testing Feedback
Topic: Bug? Xenophobic frenzy
Replies: 11
Views: 1565

Re: Bug? Xenophobic frenzy

regarding possible population: While playing with lafena I could colozinze even hostile planets with only planetary ecology and subterrinian habitation (see screenshot). Ok, it as a blue star, but that seems exessive. Intentional? How exactly is the formula for the pop including specials, racials, a...
by Toastmartin
Tue May 03, 2016 9:08 am
Forum: Play-Testing Feedback
Topic: Bug? Xenophobic frenzy
Replies: 11
Views: 1565

Re: Bug? Xenophobic frenzy

Sorry, dont know anything about github. Would probably produce more work by doing wrong/asking more questions than if somebody else did it. While we're at it: It would be cool, if the planet affected by xenphobic frenzy and harassment would state the name of the other planet that is causing it. So t...
by Toastmartin
Mon May 02, 2016 8:39 pm
Forum: Play-Testing Feedback
Topic: Bug? Xenophobic frenzy
Replies: 11
Views: 1565

Bug? Xenophobic frenzy

Hi, i just did a game with trith (latest test version) and noticed that the xennophobic fenzy can account for POSITIVE effects on the max population (see srceenshot). The source for that was an eaxaw-colony 4 lanes away. But when conquering said xenophobic worm, they did NOT suffer the frenzy despit...
by Toastmartin
Fri Mar 25, 2016 5:09 pm
Forum: Play-Testing Feedback
Topic: New Troops System
Replies: 24
Views: 3506

Re: New Troops System

do I undesternd correctly, that the ground troops are REMOVED from the planet in the process of building the ship?? that is not uncool of a concept .. (of course that kind of change needs documentation to be undestood and liked .. ) side note: If this change persists, the splitting of "good/bad...
by Toastmartin
Fri Mar 25, 2016 4:15 pm
Forum: Play-Testing Feedback
Topic: New Troops System
Replies: 24
Views: 3506

Re: New Troops System

?!?!?!? wtf, my ships don't get build .. no error message, nothing .. how exactly does that work?? when is the ammount replenished? or can I finish troop ships up to the total ammount of troops on the planet EACH turn? now that would just be a micromanagement desaster .. the I have to que the ships,...
by Toastmartin
Wed Feb 24, 2016 12:36 pm
Forum: Play-Testing Feedback
Topic: I need a challenge!
Replies: 26
Views: 4175

Re: I need a challenge!

The setting is to disable adding saved designs read in from text files that are created by right-clicking a design and selecting the save command and specifying a file name. The check box functions as it claims in my test just now. Most designs in the Finished tab at the start of a game are not fro...