Search found 143 matches

by True_poser
Thu Jun 26, 2014 9:19 pm
Forum: Gameplay
Topic: Engines and all the stuff around them
Replies: 19
Views: 21227

Engines and all the stuff around them

tl;dr - use antimatter engines and transient trait. Ok, after the first major update engines started to be different. And that's great. However, there are many things left unexplained about them in the client. Engines differ by: - speed (transient trait effectively doubles it) - speed in anomalies ...
by True_poser
Thu Jun 26, 2014 8:50 pm
Forum: Gameplay
Topic: TRANSIENT special ability
Replies: 6
Views: 7280

Re: TRANSIENT special ability

Ok, I got it.
Transient trait basically gives your ships a free turn in travel or in combat, effectively doubling it's speed.

I'll do a writeup on engines shortly.
by True_poser
Thu Jun 26, 2014 4:29 pm
Forum: Gameplay
Topic: Tantik are way too overpowered
Replies: 11
Views: 11235

Re: Tantik are way too overpowered

I don't think that's necessary. Tantiks like to expand. Har'kans can be strong oppenents if you're weak. Barsigs and Gargal have immense growth rate so if left unchecked they can threaten you by sheer numbers, but it's unlikely. Kamzak start strong and are prone to declare war on you if you don't ta...
by True_poser
Thu Jun 26, 2014 2:30 pm
Forum: Gameplay
Topic: TRANSIENT special ability
Replies: 6
Views: 7280

Re: TRANSIENT special ability

I haven't played transient after the new combat system, but it was quite a useful trait: 1) you have an upper hand in any combat, as your mobility increases drastically 2) your ships traveled about 1.5-2x times quicker than anybody else's But no, they don't do interstellar jumps. BTW, giving knowled...
by True_poser
Wed Jun 25, 2014 11:45 am
Forum: Gameplay
Topic: Tantik are way too overpowered
Replies: 11
Views: 11235

Re: Tantik are way too overpowered

No, thanks.

I just kill them all.
by True_poser
Wed Jun 25, 2014 11:43 am
Forum: Support
Topic: [Not a bug] Chance of two battles in one sector in one turn
Replies: 2
Views: 4249

Re: [1.0.1.101] Chance of two battles in one sector in one t

Ah, so that's the race I'm attacking initiating a second combat.

Thank you.
by True_poser
Mon Jun 23, 2014 9:00 am
Forum: Gameplay
Topic: Tantik are way too overpowered
Replies: 11
Views: 11235

Re: Tantik are way too overpowered

Nah, Tantik are ok.
They are dependable.

It's the other races that irk me.
They are friendly. Then they send an invader ship to your colony. Then they invade. Then you destroy their invader ship. Then they angrily tell you to stop attacks on their ships.
by True_poser
Mon Jun 23, 2014 8:49 am
Forum: Suggestions
Topic: combat round choice
Replies: 3
Views: 4290

Re: combat round choice

Well, at the moment (current economy stats, weapons stats and AI) it is hard to have a thought-out but prolonged fleet battle. If you spend more than one or two turns achieving your goals (harass the enemy fleet, destroy it with a starbase altogher, kill the planetary defenses) you've clearly done s...
by True_poser
Sat Jun 21, 2014 2:51 pm
Forum: Suggestions
Topic: combat round choice
Replies: 3
Views: 4290

Re: combat round choice

I don't know, actually. More turns would mean combat focus shifts from alpha to sustained damage-per-turn (if ships can take up all the beating). However, as we can painlessly retreat, ships with beams do't stand a chance anyway. And with instanced combat we don't really need turns to get to a skirm...
by True_poser
Sat Jun 21, 2014 2:43 pm
Forum: War Room
Topic: Invasion of the Body Snatchers
Replies: 2
Views: 9631

Re: Invasion of the Body Snatchers

So, I've met the Kuntari. And I've met the Tantiks. ANd it would be good, but their main planets were tantalizingly out of reach: http://i.imgur.com/Ptge4zB.jpg?1 But then I made contact with Kor'tahz! Kor'tahz usually have far better equipment (level 5 all around), but, well, why not? http://i.imgu...
by True_poser
Sat Jun 21, 2014 2:09 pm
Forum: Support
Topic: [Not a bug] Chance of two battles in one sector in one turn
Replies: 2
Views: 4249

[Not a bug] Chance of two battles in one sector in one turn

With the new instanced combat system quite often a possibility to run two battles in one sector arises. If: - your forces are victorious - and you have invader ships - and you've chosen to do the invasion at the end of the battle then after you see the post-battle UI and ships on the galaxy map in t...
by True_poser
Fri Jun 20, 2014 8:32 pm
Forum: War Room
Topic: Invasion of the Body Snatchers
Replies: 2
Views: 9631

Invasion of the Body Snatchers

Have you ever wondered how a race with low fertility can survive in this galaxy? I mean, we start up like an every other race, we have a decent planet, good stats, some billions of population. But then we hopelessly lag behind. Even in comparison with a normal growth rate race we're like riding a bi...
by True_poser
Fri Jun 20, 2014 5:53 pm
Forum: Changelogs
Topic: Horizon release version 1.0.0.101<>1.0.0.102 - Minor patch
Replies: 1
Views: 4045

Re: Horizon release version 1.0.0.101 - Minor patch

> advanced Refit window behaving abnormally and go off screen

Oh, and I was just about to report it.
Thank you!
by True_poser
Fri Jun 20, 2014 5:44 pm
Forum: Changelogs
Topic: Horizon receives a 2nd major add-on/update v1.0.1.100
Replies: 10
Views: 33894

Re: Horizon receives a new major add-on/update v1.0.1.100

Well, I've tested it thoroughly and the new combat system kinda breaks the game. I'm talking about the "Retreat" button which in these circumstances allows not only to withdraw certain units from the battle quickly and painlessly, but to place them on the same battlefield on the next game ...
by True_poser
Thu Jun 19, 2014 2:00 pm
Forum: Changelogs
Topic: Horizon receives a 2nd major add-on/update v1.0.1.100
Replies: 10
Views: 33894

Re: Horizon receives a new major add-on/update v1.0.1.100

Combat works well. I like the pre-battle UI (seeing where do you strike is great). The post-battle UI is far, far better than it was. I still have some issues with it (I'd like to know how many soldiers are left on the planet; also, mine ships survived and enemy lost are still insufficient for me). ...
by True_poser
Sat May 10, 2014 7:04 pm
Forum: Suggestions
Topic: Some invasion suggestions
Replies: 7
Views: 5893

Re: Some invasion suggestions

Maybe it can be alleviated by a simple rule: when ships ordered to invade the planet reach it, they should invade only on the last turn in the tactical combat if at least one ship has "Bombard defenses" order on that planet.
by True_poser
Thu May 08, 2014 6:44 am
Forum: Suggestions
Topic: Some invasion suggestions
Replies: 7
Views: 5893

Re: Some invasion suggestions

2) At the moment heavy invading does not require any standing army at all, because troops just spawn at troop pods when the ship is built/bought. But the point here is that it is too easy to just build barracks at turn one and have whooping ~700k troops for free. I percieve both things as bad. So, ...
by True_poser
Wed May 07, 2014 9:15 am
Forum: Suggestions
Topic: Some invasion suggestions
Replies: 7
Views: 5893

Some invasion suggestions

1) Add a button to recall an ongoing invasion. Seriously, having 75k still in orbit against 630k on planet and not having an option to withdraw is frustrating. 2) If your ships are orbiting an enemy planet, display the number of enemy troops in system overview before an attempt to invade. The player...
by True_poser
Wed May 07, 2014 8:38 am
Forum: Gameplay
Topic: To build or not to build
Replies: 9
Views: 9427

Re: To build or not to build

Advanced race mode? You can enable unlimited points for race creation by editing an .ini file. I don't think building a starbase on the first turn is a good idea. Creating a strong economy is much more important. Starbases are ok for refitting, yes, but even for mass-colonizing a system buying 4-5 ...
by True_poser
Thu Apr 24, 2014 6:26 pm
Forum: Main
Topic: Player Expansion Recipe - Nerf Needed?
Replies: 26
Views: 27952

Re: Player Expansion Recipe - Nerf Needed?

I don't like some stars on the edge of supply range unavailable to travel to in certain cases (when the shortest path between a ship and a star leaves supply space at some point). I'd like the ship's route to trace the edge of supply space in this case. Well, while logistics > 3 usually makes supply...