Search found 143 matches

by True_poser
Thu Jan 08, 2015 8:31 am
Forum: Suggestions
Topic: The good, the bad, and the terrible - feedback
Replies: 15
Views: 13848

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...
by True_poser
Tue Jan 06, 2015 9:15 am
Forum: Suggestions
Topic: The good, the bad, and the terrible - feedback
Replies: 15
Views: 13848

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 ...
by True_poser
Mon Jan 05, 2015 12:30 pm
Forum: Suggestions
Topic: The good, the bad, and the terrible - feedback
Replies: 15
Views: 13848

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 ...
by True_poser
Mon Dec 08, 2014 5:21 am
Forum: Suggestions
Topic: CPs and why their current implementation isn't ok
Replies: 25
Views: 20216

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 ...
by True_poser
Sat Dec 06, 2014 5:54 pm
Forum: Changelogs
Topic: Horizon release version 1.0.2.119
Replies: 4
Views: 6590

Re: Horizon release version 1.0.2.119

Great!
by True_poser
Fri Dec 05, 2014 6:50 am
Forum: Suggestions
Topic: CPs and why their current implementation isn't ok
Replies: 25
Views: 20216

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...
by True_poser
Thu Dec 04, 2014 10:08 am
Forum: Modding
Topic: Rebalance Mods - Updated July 17th
Replies: 15
Views: 22335

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 True_poser
Thu Dec 04, 2014 9:36 am
Forum: Suggestions
Topic: CPs and why their current implementation isn't ok
Replies: 25
Views: 20216

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.
by True_poser
Wed Dec 03, 2014 8:09 am
Forum: Suggestions
Topic: How to Defend Against Planetary Invasions
Replies: 7
Views: 9300

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...
by True_poser
Wed Dec 03, 2014 7:59 am
Forum: Suggestions
Topic: CPs and why their current implementation isn't ok
Replies: 25
Views: 20216

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...
by True_poser
Mon Dec 01, 2014 5:30 pm
Forum: Suggestions
Topic: CPs and why their current implementation isn't ok
Replies: 25
Views: 20216

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...
by True_poser
Sun Nov 30, 2014 10:52 am
Forum: Gameplay
Topic: terraforming
Replies: 12
Views: 15619

Re: terraforming

astral wrote:in realty it would need hundreds of years, maybe few decades with "advanced tech".
Would you like a realistic colony population growth speed?
by True_poser
Sun Nov 30, 2014 10:40 am
Forum: Suggestions
Topic: How to Defend Against Planetary Invasions
Replies: 7
Views: 9300

Re: How to Defend Against Planetary Invasions

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 :).
Sure.
Here it is -
Made in excel 2010, haven't tested it in gnumeric or calc.
by True_poser
Thu Nov 27, 2014 5:42 am
Forum: Support
Topic: Difficuly discovering new techs during research
Replies: 12
Views: 10602

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...
by True_poser
Wed Nov 26, 2014 2:01 pm
Forum: Suggestions
Topic: How to Defend Against Planetary Invasions
Replies: 7
Views: 9300

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...
by True_poser
Wed Nov 26, 2014 1:21 pm
Forum: Gameplay
Topic: terraforming
Replies: 12
Views: 15619

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.
by True_poser
Tue Nov 25, 2014 6:21 pm
Forum: Gameplay
Topic: terraforming
Replies: 12
Views: 15619

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...
by True_poser
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: 34272

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.
by True_poser
Mon Jul 14, 2014 6:23 pm
Forum: Suggestions
Topic: One Thing contest
Replies: 0
Views: 3050

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...
by True_poser
Mon Jul 14, 2014 10:47 am
Forum: Gameplay
Topic: Engines and all the stuff around them
Replies: 19
Views: 21129

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? ...