JorgenCAB

JorgenCAB

Joined Member # 3472732
19 Posts 287 Replies 11,310 Reputation

I did the same for engines... if it becomes too little for the maps just add in a map modifier to the sensors so lets say insane map (MapSizeDefs.xml) give a +10-15% bonus to sensor range. There already is one for range where an insane map give +100% range. Or add a device that require Thulium that give say +25% sensor range in the late game. You can also lower the modifier to say 8% so the fall is not as bad, but it is perhaps more intuitive to go with 5% or 10% steps.

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I have done the following modification which is satisfactory to me... All sensor and engine modules give a -10% penalty except survey modules and fleet wide engine boost modules give a -5% penalty. All in addition to their flat bonus as normal. Ship hulls give.. Transport: Range +20%, Speed -10%, Sensors -10% Tiny: Speed +20%, Sensors +10% Small: Speed

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[quote who="easymodex" reply="19" id="3553579"] If the focusing wheel for individual planets had not been there would it not be even smoother? Uh, no? The wheel is fine. I click on the spot or area-ish that I want. My only criticism of it is the lack of "snap-to" precision. Like personally I will always set the sliders to increments of 5%, except the 1% manufacturing for projects. So fiddling with the exact "multiple

22 Replies 36,496 Views

If the focusing wheel for individual planets had not been there would it not be even smoother? You would not have to bother about it at all and your buildings would simply produce depending on how they are built and how you set the Empire Wide sliders. I really don't see why you would rebuild you world much, that would in general be very inefficient practice. You can still specialize your worlds, just not as extreme. You can also then use the projects (if re

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[quote who="Osbot" reply="83" id="3553152"] Quoting JorgenCAB, reply 82 Read up on the subject... I have not read anything about any particular division in opinion among expert in the field of physics on the potential of energy beams in space. It is true that diffusion of the beam is a problem, but that is just a matter of

90 Replies 416,592 Views

As far as I understand this is how it works... They select a ship based on their priority list (you can see the hole list int the XML) that is within range every time they are allowed to fire their weapons. This means they will change target if a new target with higher priority shows up. If they have two targets that has the same priority they fire at the one with the highest threat ratio with some mix of value in there. Can't say for sure the

36 Replies 144,901 Views

[quote who="Tilarium" reply="3" id="3553288"] Surge was indeed correct, it was one of the factions that had a custom set of ship designs. Question, what's a good amount of factions to have on an immense sized map? I don't like having other factions starting to close to me where we meet before I have a chance to start building myself up. [/quote] I think this is a good question that have no real good answer... ;) It co

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I think we are on the same page on how to approach the "problem"... I do seem to play for maybe 100 or more turns and then restart the game. Perhaps I made some new changes and want to test some new ideas, different strategy or I simply became too strong and need to impose further restrictions on my own game play next time. I'm also that guy who like to understand what I do and why I do stuff in general and games in particular... I just seem to have the skill for finding good solutions or

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The notion of the wheel also just invite people that don't stop to think of what it is they are doing to play sub optimally. Such as I see on streams where they put 50/50 on production and science where there are no reason to do so... you just delay both production and research in the end. This is one of the major reasons I don't like the implementation of this mechanic. You either put research at 100% because there is a tech you need or you set production to 10

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[quote who="Osbot" reply="15" id="3553159"] Quoting JorgenCAB, reply 14 I understand what you mean, but even if you "restrict" yourself which I do all the time in this game (like no other game)... the current priority is boring and it is really... really hard NOT to abuse the fact that Escort are so easily exploited.

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[quote who="Larsenex" reply="102" id="3553136"] Completely broken on smaller maps, where most players play their games and completely ruin the exploration part of the early game on the largest map. Late game sensor boats get ridiculous ranges, even on Immense map standard. Jorgen, At issue is how you feel. There is zero data that shows 'most players' are having a bad experience because of sensor stacking. Nothing is broke

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I really don't see that as being OP in any way... pirates are pretty harmless anyway and I rarely bother with them until I get medium hulls and can easily destroy their bases without any losses. Pirates can easily be dealt with with a few tiny ships. One with only shields and a few with laser weapons. Just be sure to designate their roles properly. ;)

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Read up on the subject... I have not read anything about any particular division in opinion among expert in the field of physics on the potential of energy beams in space. It is true that diffusion of the beam is a problem, but that is just a matter of engineering. In theory this is not a huge problem, if we want to have them we can build them, There just is not any real need for them. Kinetic cannons in space have many issues and are much less usable in so many ways th

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[quote who="Starchaser12" reply="98" id="3553124"] if you want to stack ridiculousness, you can get anything overpowered. Stop shooting the sensor messenger and stop using exploitative tactics. -Edit- You can actually stack that ship to 33 laser, but it's too expensive to rush then. [/quote] Why would this be in any way overpowered. Exactly what do you gain out if it that is OP given its price tag and usefulness?

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[quote who="Larsenex" reply="92" id="3553102"] Still the concept of stacking light viewers to see farther applies. The VLA is still state of the art technology and that farm is still growing! The more radio scopes they add the farther out and more area they can 'see'. How is this example not a good reason to leave the sensor stacking as is? [/quote] Ahum... Game Balance? Completely broken on sma

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I understand what you mean, but even if you "restrict" yourself which I do all the time in this game (like no other game)... the current priority is boring and it is really... really hard NOT to abuse the fact that Escort are so easily exploited. I want my battle ships to duke it out and interceptors to attack the support ship. If you want to stop these ships you have to take them down. Most combat just comes down to focusing fire on a few ships at a time. It is rare fo

36 Replies 144,901 Views

First of all I hate min-max and power play... I have only done it to see how broken it really is. Otherwise I play with very heavy restriction on my play, no fun otherwise. Since I rarely get to more than mid game or late mid game the best sensor I have ever done so far is about 15 hexes. This is in my real games, not the ones I just played to test the limits. ;) So I'm far from a power player... I heavily role-play all my decisions in the game so I don't always

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Yeah... the basics are... Missiles have more or less infinate range in space so it comes down to who detect whom first and if one side can overwhelm the other with a strike first. If point-defenses or counter measure are too strong then that strategy has failed. Most science that I have read about actual conflict in space using today's knowledge have rail-gun technology being quite useless, can't even be used as orbi

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I have not tested this extensively yet but so far my defense only ship (escorts most of the time) have been the only ship targeted... but only if they are in front. Assault and Interceptor will take a short beating before the enemy turn their attention to the Escorts. But as I said... I have only tested it in relatively small combats so far.

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[quote who="DarkNeuron" reply="82" id="3553033"] Ok, I've read this whole thing. So we have two camps: One camp likes sensor boats because: - The AI cheats with map vision; we should have similar options. - On large maps a 40 range sensor boat doesn't reveal THAT much. - Lategame I wanna watch my borders. Did I forget anything? Other camp: - Early game, the

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