[quote who="SorrowKnight" reply="114" id="3556745"] Quoting Icrushthee, reply 107 Interesting, so the fighters would be mainly used to remove your opponents shields, point defense and armor? You know, I think that both types of fighters should be in the game, bombers as they are now (well, kind of; small hulls x 2 per comp
Icrushthee
[quote who="Frogboy" reply="91" id="3556534"] He's already retaliated on the steam review: http://steamcommunity.com/profiles/76561197994213532/recommended/226860/ thanks for your support guys. I know it can be a little unsettling seeing the company founder hanging around on the forums. I did overreact I'm sure. the Elemental thing is still a very sore issue around h
[quote who="Frogboy" reply="51" id="3556424"] Quoting SorrowKnight, reply 39 Carrier modules reduced from 3 units to 2 units I think... Carrier rebalance shoud go another way. May be it shoul have much more fighters (about 10-15 per module), but(
[quote who="Frogboy" reply="24" id="3556336"] If you'd like a refund, I'm happy to provide it as long as you agree to leave and never come back and never purchase anything ever again from us. Or....maybe you could try remembering there are human beings on the other end of the screen. From our vantage point, we have a universally positively reviewed game that isn't buggy (for most people), is pretty well balanced
[quote who="Vid-szhite" reply="13" id="3556115"] Quoting Icrushthee, reply 2 So it's even easier to invade planets now?! Please have a look at the invasion techs; Biological warfare (BW) reduces defence while bombardment reduces resistance. This makes BW completely unstoppable even with hig
So it's even easier to invade planets now?! Please have a look at the invasion techs; Biological warfare (BW) reduces defence while bombardment reduces resistance. This makes BW completely unstoppable even with high defense and large population (without the vaccine tech anyway, which the AI doesn't seem to get). edit; great job on the bug fixes btw, i just posted because that caught my eye
I obtained both planetary bombardment (PB) and biological warfare (BW) in my recent play through, and noticed something odd. PB reduced resistance on a planet while BW reduce defense. This doesn't make any sense, shouldn't PB reduce defense instead? And BW should just kill the population outright, not reduce resistance IMO. I'm currently finding it impossible to defend against BW at the moment, unless I/they get the vaccine tech. Information warfare (I hardl
That's really too bad, I'd love to have that project available :D Thanks for the clarification guys! (girls?!)
No crashes here thankfully, but it is running a lot slower since patch :S
[quote who="Moogle65535" reply="7" id="3553785"] ProjectCulling ProjectCulling_Name ProjectCulling_Dec GC3_Armor_Tech_Icon.png 50</ManufacturingPerBonus&g
Yeah I kinda like this bug :P BTW, anyone know what the last unlock in this tree does exactly (apart from the production boost, which works right?)? What is the 'culling project' it's supposed to unlock?
Yea I've noticed this bug too but forgot to mention it, nice find :P. While we're on this topic, is there a way to see what treaties other players have between each other?
I've also seen issue 1 (I had less research though, so it was like 13 turns for photon and 2 for nightmare). I think it happened with kinetic weapons as well, likely a bug. I also agree with starbases being completely useless later in the game. Even though I've sent 2 dozen constructors it will go down fast.
Anyway, looks like there's an opt in for this? Cool? Great, glad we had this chat. edit; lol late to party
No, don't play on a harder difficulty! The AI just gets to 5000 power faster and surrenders sooner lol!
I'm getting a bit impatient myself, but that could be because I am expecting new patches every week (like in the beta :P), to fix some serious broken stuff. The 5k power going to 0 is pretty ridiculous, and makes lots of games on big maps or harder difficulties unplayable. On the other hand, balance issues like carriers will take longer and I'm 'ok' with that since it will require constant tweaking. Anyway, it's the first weekend post launch, most of stardock is pr
I thought he said it was a bug and shouldn't happen. Anyway, it happens to me every time someone goes over 5k power.
I had capital and escorts... Are you telling me assault class ships will go for support ones before the end of the fight?! I'll have to test that tonight thanks.
douple post sry
Hello, here's just a quick list of bugs/strange observations I've noticed on suicidal. I've omitted a couple since they're on the patch notes :D 1) Beam augments techs say that they improve damage but the tech itself gives range. 2) I can't destroy colonies without causing a CTD. I've seen at least 1 other post on this. 3) Not exactly a bug, but I can't tell which starbase modules are required for others when the techs are on
Yea I've had to same problem; CTD when trying to destroy a planet. Best I've been able to do is to raze all improvements, its not really ideal, but until its fixed dunno what you can do.
Wait, you can increase the hyperion buffs with adjacency bonuses? Military ones?! Like the shrinker and logistics ones!?!?! GAHHHHHHHHHHH
I find the game really easy on genius (or whatever the second hardest difficulty is). With just tier 2 weapons (like harpoons) on small ships I can easily double the strongest AI's power, and keep it that way for the rest of the game. Its kind of impossible on suicidal (the hardest) though. By turn 100 one the AI's will have like 4000 power, but will usually declare war by turn 50 and whoop my ass. What are your map settings? I tend to play with as many opponent
This wasn't a very serious post, just trying to bring attention to the bug. I thought it was kinda funny too :P