Search found 143 matches
- Thu Jan 08, 2015 8:31 am
- Forum: Suggestions
- Topic: The good, the bad, and the terrible - feedback
- Replies: 15
- Views: 14068
Re: The good, the bad, and the terrible - feedback
I'm sorry, but I have to disagree. Map overlays have to: - show what locations are best suitable to establish a trading colony - reward the player with color bump after they invest into trading/tourism buildings - curb player's aggressiveness somewhat showing which colonies will suffer a blow when t...
- Tue Jan 06, 2015 9:15 am
- Forum: Suggestions
- Topic: The good, the bad, and the terrible - feedback
- Replies: 15
- Views: 14068
Re: The good, the bad, and the terrible - feedback
Yes, on and off in the map legend menu. Maybe turned on automatically if a fleet with a colony ship is selected. Making it practical would require major economy changes though. There should be a gap in finances in the mid-game to ensure you'll need trading and touristic colonies to make revenue and ...
- Mon Jan 05, 2015 12:30 pm
- Forum: Suggestions
- Topic: The good, the bad, and the terrible - feedback
- Replies: 15
- Views: 14068
Re: The good, the bad, and the terrible - feedback
Currently the trade routes (major, minor, local) are shown only for the player's capital system. While it looks nice, it does not really help in deciding will this new colony be a trading hub or not and it definitely does not help with tourism. I believe, the best way to show it transparently would ...
- Mon Dec 08, 2014 5:21 am
- Forum: Suggestions
- Topic: CPs and why their current implementation isn't ok
- Replies: 25
- Views: 20575
Re: CPs and why their current implementation isn't ok
Nope, it does not. As in most strategy games, the harder level makes it harder to survive the early-game onslaught. If you survived, you'll most probably win. I enjoy smaller maps, because they make the game more intensive. My to-go layout is all races, small galaxy, 5 planets max in system, common ...
- Sat Dec 06, 2014 5:54 pm
- Forum: Changelogs
- Topic: Horizon release version 1.0.2.119
- Replies: 4
- Views: 6730
- Fri Dec 05, 2014 6:50 am
- Forum: Suggestions
- Topic: CPs and why their current implementation isn't ok
- Replies: 25
- Views: 20575
Re: CPs and why their current implementation isn't ok
Imho, it should be enough if the fleet is in orbit...having to select each ship is too much micromanagement... Grouping a ship with a starbase is an already implemented mechanics and places a natural limit of 9 ships per base. This was done in Spartan/Legion/Charriots of War too by Slitherine...arm...
- Thu Dec 04, 2014 10:08 am
- Forum: Modding
- Topic: Rebalance Mods - Updated July 17th
- Replies: 15
- Views: 22982
Re: Rebalance Mods
Hmm, so you've tweaked the dmg down.
By the way, did you find out if it's possible to enable weapons special not on 5th level?
By the way, did you find out if it's possible to enable weapons special not on 5th level?
- Thu Dec 04, 2014 9:36 am
- Forum: Suggestions
- Topic: CPs and why their current implementation isn't ok
- Replies: 25
- Views: 20575
Re: CPs and why their current implementation isn't ok
Looks elegant to me.
So if you ctrl+click on a ship while having a starbase selected, they don't count in total CP, but are immobile.
This way starbases which are astoundingly useless now will work not as a fortress in space, but as a supply hub and it all comes together.
tl;dr: I second this.
So if you ctrl+click on a ship while having a starbase selected, they don't count in total CP, but are immobile.
This way starbases which are astoundingly useless now will work not as a fortress in space, but as a supply hub and it all comes together.
tl;dr: I second this.
- Wed Dec 03, 2014 8:09 am
- Forum: Suggestions
- Topic: How to Defend Against Planetary Invasions
- Replies: 7
- Views: 9438
Re: How to Defend Against Planetary Invasions
True_poser that'a really neat spreadsheet. You've outdone yourself! Thank you. Comes with the profession, I think. On an unrelated note, in that model I make up non-linear tech bonuses, however, from tech_stats.xml I got the feel that all tech bonuses are hardcoded to increase linearly. This create...
- Wed Dec 03, 2014 7:59 am
- Forum: Suggestions
- Topic: CPs and why their current implementation isn't ok
- Replies: 25
- Views: 20575
Re: CPs and why their current implementation isn't ok
- We want CPs to continue to be effective in limiting fleet sizes so most fights involve half a dozen ships to a dozen at most on each side. Well, that's a complex problem. 1) As each colony adds only +1 CP (after spending 40BC or 10BC and ~70 turns), your total fleet starts to be stretched thin re...
- Mon Dec 01, 2014 5:30 pm
- Forum: Suggestions
- Topic: CPs and why their current implementation isn't ok
- Replies: 25
- Views: 20575
CPs and why their current implementation isn't ok
Well, the CP mechanics introduced in the latest major patch certainly changed the game. I believe, the intent behind them was to get rid of excessive number of fleets. However, in my personal opinion which may be completely wrong, the baby was thrown out with the water. Current CP mechanics are pret...
- Sun Nov 30, 2014 10:52 am
- Forum: Gameplay
- Topic: terraforming
- Replies: 12
- Views: 15801
Re: terraforming
Would you like a realistic colony population growth speed?astral wrote:in realty it would need hundreds of years, maybe few decades with "advanced tech".
- Sun Nov 30, 2014 10:40 am
- Forum: Suggestions
- Topic: How to Defend Against Planetary Invasions
- Replies: 7
- Views: 9438
Re: How to Defend Against Planetary Invasions
Sure.null wrote:Heck man, post it. (I'd just just copy and paste it here, unless it's huge) Worst case scenario is that the devs ignore it .
Here it is -
Made in excel 2010, haven't tested it in gnumeric or calc.
- Thu Nov 27, 2014 5:42 am
- Forum: Support
- Topic: Difficuly discovering new techs during research
- Replies: 12
- Views: 10760
Re: Difficuly discovering new techs during research
The formula is: discovery = 5% * techLvl + creativeBonus Randomness can be streaky in short samples though so that sometimes works in your favor sometimes not. Actually it does not balance itself out. http://i.imgur.com/lMHd0s2.png I've left out first level because I'm more interested in initial ra...
- Wed Nov 26, 2014 2:01 pm
- Forum: Suggestions
- Topic: How to Defend Against Planetary Invasions
- Replies: 7
- Views: 9438
Re: How to Defend Against Planetary Invasions
I defend against invasions in a simple, practical and totally cheating way. I build a fleet of troop transports (you can build them as much as you want, no weapons - no command points used). They are built with troops inside, so I just unload all troops onto my colony. Here's the fun part - troops a...
- Wed Nov 26, 2014 1:21 pm
- Forum: Gameplay
- Topic: terraforming
- Replies: 12
- Views: 15801
Re: terraforming
Nope, it's not random.
Every toxic planet is barren under that layer of filth.
You just have to remove 4-8k of pollution.
Every toxic planet is barren under that layer of filth.
You just have to remove 4-8k of pollution.
- Tue Nov 25, 2014 6:21 pm
- Forum: Gameplay
- Topic: terraforming
- Replies: 12
- Views: 15801
Re: terraforming
And there is no way that you can terraform - for example Volcanic/Metal planet to Earth like planet. Nofucking way. Here's something to support your suspension of disbelief. Nowadays more than a half of humans do not live on Earth per se. We live in cities. It's only natural that a spacefaring race...
- Tue Nov 25, 2014 6:13 pm
- Forum: Changelogs
- Topic: Horizon receives a 3rd major add-on/update v1.0.2.114
- Replies: 5
- Views: 34896
Re: Horizon receives a 3rd major add-on/update v1.0.2.114
I can't believe I've missed all the fun!
Downloading now.
Downloading now.
- Mon Jul 14, 2014 6:23 pm
- Forum: Suggestions
- Topic: One Thing contest
- Replies: 0
- Views: 3091
One Thing contest
Ok, that's not a real contest, because I don't have any prizes. But the last one who posts an eligible entry wins for certain! The rules are: 1) you name one thing you want to change*, 2) then explain how and, most importantly, 3) why do you think you'll like the result. *)using a magic wand, no str...
- Mon Jul 14, 2014 10:47 am
- Forum: Gameplay
- Topic: Engines and all the stuff around them
- Replies: 19
- Views: 21359
Re: Engines and all the stuff around them
Well, a proper galaxy (even a dwarf one) is even more stars than we can imagine, let alone simulate and govern. A classic novel, "Lost: Fifty Suns" is based on this, btw. However, the game universe is just 600 sectors with 210 stars max (less stars than in 25 ly radius from Sun), so what? ...