Search found 96 matches
- Wed Aug 19, 2015 7:36 pm
- Forum: Support
- Topic: Understanding Planet defenses
- Replies: 7
- Views: 2426
Re: Understanding Planet defenses
add up all the shields, you need that in fleet attack points to take their shields down, after its down send in the trooper ships, with 60 troops (10 normal troop ships) to take over the first planet
- Wed Aug 05, 2015 11:26 am
- Forum: Support
- Topic: turns change slower and slower as the game progresses
- Replies: 47
- Views: 13226
Re: turns change slower and slower as the game progresses
the amount of systems could also be brought down to 100
I find 150 to be on the high side already to manage manually (gets boring and tedious in the endstages), but then again, space is vast so.
more threading of the turn calculations may be possible.
I find 150 to be on the high side already to manage manually (gets boring and tedious in the endstages), but then again, space is vast so.
more threading of the turn calculations may be possible.
- Tue Aug 04, 2015 7:53 pm
- Forum: Support
- Topic: turns change slower and slower as the game progresses
- Replies: 47
- Views: 13226
Re: turns change slower and slower as the game progresses
on a quadcore 3.5 ghz SSD it takes several (5) seconds between turns on a default 150 system game and the fan spins up , at turn 300 or so
- Sun Aug 02, 2015 8:47 am
- Forum: Play-Testing Feedback
- Topic: too many devs, not enough testers ^_^
- Replies: 4
- Views: 743
Re: too many devs, not enough testers ^_^
I just have to laugh at us all, for failing to have noticed, for over a week now, that Protection Focus was no longer affecting troop levels. :lol: 506b9695 I'm just shaking my head and hoping nothing else of that magnitude has snuck through... :shock: I did notice it was harder to win games at all...
- Tue Jul 28, 2015 9:20 am
- Forum: Play-Testing Feedback
- Topic: Feedback 0.4.5 1st pre-release
- Replies: 23
- Views: 2489
Re: Feedback 0.4.5 1st pre-release
with what git version does this correspond? 4090454 doesnt exist
git head has worked fine for me so all green for me
git head has worked fine for me so all green for me
- Fri Jul 24, 2015 7:30 pm
- Forum: Play-Testing Feedback
- Topic: playtesting git
- Replies: 49
- Views: 3811
Re: playtesting git
I must say the AI seems stronger lately, I cant win most games for some reason 75% fail
- Fri Jul 24, 2015 7:24 pm
- Forum: Play-Testing Feedback
- Topic: playtesting git
- Replies: 49
- Views: 3811
Re: playtesting git
I tried your patch and it seems to work
- Fri Jul 24, 2015 6:28 am
- Forum: FreeOrion Project
- Topic: settings to be changed for 0.4.5
- Replies: 15
- Views: 4668
Re: settings to be changed for 0.4.5
i prefer an unpredictable shape
- Thu Jul 23, 2015 5:57 pm
- Forum: Play-Testing Feedback
- Topic: playtesting git
- Replies: 49
- Views: 3811
Re: playtesting git
If that was the issue you were having then I've fixed it and it'll (hopefully lol) get into the next release. It will have to. It's a fix for a known bug in master, so even if you won't get your PR up before the deadline on Sunday, it'll still be merged into the release branch. That's not the kind ...
- Thu Jul 23, 2015 10:05 am
- Forum: Play-Testing Feedback
- Topic: playtesting git
- Replies: 49
- Views: 3811
Re: playtesting git
"There are defenseless natives at Planet X go invade them!"
This message is displayed even when the planet is still cloaked and you are not aware of said colony.
This message is displayed even when the planet is still cloaked and you are not aware of said colony.
- Thu Jul 23, 2015 7:57 am
- Forum: Play-Testing Feedback
- Topic: playtesting git
- Replies: 49
- Views: 3811
Re: playtesting git
I think the problem is now gone from current git
- edit no its still there sry
- edit no its still there sry
- Thu Jul 23, 2015 7:55 am
- Forum: Play-Testing Feedback
- Topic: Moving giant hulls to later on the timeline
- Replies: 16
- Views: 1631
Re: Moving giant hulls to later on the timeline
this upkeep system is already in effect? since it has never been on my mind as a consideration, you can just steamroll the enemy with raw giant power and some milkcow logistic ships stealth and speed arent very relevant either they are not of any consideration to me, a giant can be made to fly 140 o...
- Wed Jul 22, 2015 1:55 pm
- Forum: Play-Testing Feedback
- Topic: Moving giant hulls to later on the timeline
- Replies: 16
- Views: 1631
Re: Moving giant hulls to later on the timeline
'sentient hull' <> 'titanic hull'
in most my games I have jumped from big hull -> robot hull -> titanic hull
none of the other hulls really matter right now (sometimes nanorobotic hull)
I always build custom ships
in most my games I have jumped from big hull -> robot hull -> titanic hull
none of the other hulls really matter right now (sometimes nanorobotic hull)
I always build custom ships
- Wed Jul 22, 2015 1:13 pm
- Forum: Play-Testing Feedback
- Topic: Moving giant hulls to later on the timeline
- Replies: 16
- Views: 1631
Re: Moving giant hulls to later on the timeline
another thing you can do is swap the slot layout of the giant hull and the robot sentient hull
- Wed Jul 22, 2015 11:31 am
- Forum: Play-Testing Feedback
- Topic: Moving giant hulls to later on the timeline
- Replies: 16
- Views: 1631
Moving giant hulls to later on the timeline
or making them more expensive, I think this would improve usefulness of other hulls like the advanced robotic hull
, the sentient robot hull should also come before the giant hull IMO.
, the sentient robot hull should also come before the giant hull IMO.