Ex Mudder

Ex Mudder

Joined Last seen Member # 417720
43 Posts 152 Replies 1,885 Reputation

I see many mercenary ships have too much mass. Mouse over and you will see 105/85 (Path of Rhuin), 70/65 (The Raptor), 201/.180 (The Starlab), 164/160 (The Perseverance). Others have too little mass - a lot of the support (Cargo) ships are 62/100 - Whisper, Fencer, Friendly Mike

2 Replies 5,328 Views

Did they change that? I could have sworn I used to get multiple robot hunting or Worm Hunting colony events per game, but I am only be getting one per game now. Something linked to the Precursor DLC perhaps? Don't remember this chance in a change log. It usually shows up around 30-35 planets for me as well.

10 Replies 13,987 Views

I play on Gigantic map, custom faction, all but Snathi as majors. I also get excessive memory use and the graphics slowly gain brightness until they become washed out and I have to quit/restart. The game also pauses / hesitates (and sometimes crashes the system) when one of my scouts uncovers something new under FoW. I exit normally, exit to main menu then quit. I usually quick start, unless I am looking to tweak something, in which

12 Replies 6,090 Views

That fits what I recall. Start new game twice in a row without playing, or just playing for a turn or 2, did not do it for me though. Don't have time right now to play 2 games for 25 turns each.

12 Replies 6,090 Views

[quote who="Seilore" reply="6" id="3625125"] I was able to reproduce twice by starting game, then going back to the main menu. After that I started new game. Played several turns, exit game. Game continued to run. [/quote] To reproduce, do you need to actually need to "start new game" twice in a row or just go back to the menu and then reload or quickstart?

12 Replies 6,090 Views

I find it annoying at game start that you get a 1% penalty at 45/45/10 and a 10% penalty if you use the focus on top of this. Makes foci useless in the early game, and requires a messy 44/44/12 to avoid the penalties. I also dislike that there is no warning if you are getting coercion penalties. Took me a few games for me to even see the pop up on the penalty to raw production when I used focuses.

9 Replies 50,107 Views

[quote who="BuckGodot" reply="8" id="3622332"] The "Merc inflation rate" was raised by 5, so I'd say so. 1.6: 0.10 1.6.1 0.5 There are caps to them (a single hike can never go more than 1000 credits, for instance), but, yeah. They went up. [e digicons]:)[/e] [/quote] &nbs

36 Replies 164,081 Views

[quote who="BuckGodot" reply="8" id="3622332"] The "Merc inflation rate" was raised by 5, so I'd say so. 1.6: 0.10 1.6.1 0.5 There are caps to them (a single hike can never go more than 1000 credits, for instance), but, yeah. They went up. [e digicons]:)[/e] [/quote] &nbs

36 Replies 164,081 Views

I'd like to see mercs upgradeable from within the bazaar. Pay more money and resources, and your Tier I ship is upgraded to a Tier II version. I think it would help balancing, as some tier 1 Mercs are kinda OP (too many moves / too much range / too much sensor coverage / Too large a cargo), so that can be moved to Tier II, or they lose utility in the mid game, and Tier II versions would make them relevant again.

4 Replies 35,302 Views

While I am enjoying the Mercs / hero and governor units, I think the fixed number of them at game start, independent of galaxy size or players, could be improved upon. Some ideas: After some amount (half? 4?) of a tier of mercs are hired, make another row of 4 Mercs of the same tier available. This would allow players who got into the merc game late to still have some fresh choices, and make the merc game more interesting past the beginni

3 Replies 15,545 Views

I mostly agree with your sentiments Brad. But I prefer more frequent but smaller (less expensive) content additions than what you suggested. I'd rather see 2-4 paid DLCs in the next 12 months than just one big expensive expansion, myself. Another game developer (who shall remain nameless) alternates bug fixing patches (no new stuff) with content DLCs, containing a combination of new stuff everyone gets and stuff only people who buy the DLC get. But I k

50 Replies 90,561 Views

[quote who="SirCabbage" reply="7" id="3619464"] Agree that amphibious is too weak. [/quote] I'm having fun with Amphibious, but I also think it is too weak. The only good part about it, other than boosted homeworlds, is when I find another Aquatic planet, esp one near my homeworld. It is a trait that benefits you an average of 6 times in a game - 2 home worlds, one more aquatic planet (depending) and 3 additional tiles.

18 Replies 27,656 Views

[quote who="neilkaz" reply="3" id="3619399"] 6) Coercion penalties have increased considerably. Personally, I think by too much, maybe lots too much. For example, near the start of the game, I am getting slightly more production out of my ship yard by having the slider near the middle rather than forcing it all to manufacturing! Is this what the dev's intend? [/quote] Agreed, at a global 45/45/10 when I choose a production focus I get -20% coercion penalty.

18 Replies 27,656 Views

Is it WAD that mercenary survey ships do not have extended sensor range? I keep picking them up with as much sensor range as a warship from a shipyard.

125 Replies 108,492 Views

With the coercion penalties, I think a 90 wealth /5/5 split with a negative treasury would be better than shutting everything down permanently.

8 Replies 53,532 Views

[quote who="BuckGodot" reply="67" id="3618853"] I would be against this only because it being a water planet lets the Torians use their +25% Raw Production/Morale/Tourism bonus on the planet. Since they're getting put at an disadvantage in regards to life support modules, taking away an actually decent planet at the start is a bridge too far, IMO. ... Now if they got rid of the life support limitation, I'll be right there with you. [e digicons];)

125 Replies 108,492 Views