Basilisk83

Basilisk83

Joined Member # 2955098
2 Posts 117 Replies 965 Reputation

i would say more accurate combat-related descriptions, so people dont get confused. ui still says kinetic has the highest rate of fire, for example. specifically, when a ship is orbit around a planet, and i double click on the ship and bring up it's own screen, i want to be able to see where those combat numbers are coming from. i'm still currently not sure where the weapon bonus from defending planets comes from... oh, and an official explanation of how the combat system and

31 Replies 122,546 Views

[quote who="Publius of NV" reply="19" id="3847395"] Quoting DivineWrath, reply 18 There seems to be a balance issue with ascension crystals, relics, and research. Ascension crystals add to raw research (like +1), relics add a percent bonus to research (+5%). If you nab a few ascension crystal and relics, and then upgrade t

35 Replies 82,892 Views

based on what people have done in the past, i'm guessing there's going to be some really good custom ships coming out for stuff like star wars and star trek etc... while star trek is prob more known for med and large type hull stuff... and huge cubes... star wars' x-wings and tie fighters have always been big fan favorites, so i wanted to throw out a couple custom civs that are specifically designed to buff up the x-wing and tie fighter size ships, and make them a better, more useful ship for

1 Replies 6,311 Views

lol, ok here's the thing with how combat works... it's all a very wide range of numbers right now so it's very hard to see from the battle logs what's going on. the weapons are actually a chance of doing dmg from 1-max weapon range, not sure if it's per weapon exactly. and defense does the same thing, random number between 1 and the defense number that is used per hit (from ship total i think, not weapon). and that defense number blocks the dmg number i think, not a hp shield. ship roles work

6 Replies 14,353 Views

[quote who="gil999" reply="1" id="3847050"] After purchasing, I started a game with pretty easy options and proceeded to start my adventure. After a short while, I encountered the Yor in the early game. They declared war on me when I had barely begun with a total of 65 ships to my 5. Hardly seems fair. Is this normal? [/quote] well all the ai usually makes combat ships pretty early and fast (i'm usually one of the lowest in military near the start compared to the other civs)

7 Replies 15,554 Views

[quote who="Basilisk83" reply="1" id="3847010"] oh, and just wanted to mention again that anything that makes civs immune to culture flipping removes this from being a viable tactic. everything that causes immunity to culture flipping should be changed to a % reduction to it's effects i think. otherwise it wont be a viable tactic. it's like saying that your civ is immune to all dmg now. might be kinda fun for one side sometimes but it's def not fun for the other... [/quote]

4 Replies 10,494 Views

[quote who="aerez4546" reply="30" id="3847006"] Yeah the Mimot description should not say they are an average race. It should be more like: "The Mimot are unholy hellspawn, spewing forth from the depths of the Abyss. They burst forth like a virulent plague upon the galaxy, rapidly spreading and devouring all in their path." That would be a much more accurate description of the Mimot... [e dig

32 Replies 112,184 Views

oh, and just wanted to mention again that anything that makes civs immune to culture flipping removes this from being a viable tactic. everything that causes immunity to culture flipping should be changed to a % reduction to it's effects i think. otherwise it wont be a viable tactic. it's like saying that your civ is immune to all dmg now. might be kinda fun for one side sometimes but it's def not fun for the other...

4 Replies 10,494 Views

so havent played too far yet, but just wanted to give a couple quick things i've noted and wanted to put up a spot to allow others to do the same... 1. Homeworld vs starbases and other core worlds: influence seems to work better now, but you still have to have a really buffed up core planet or starbase right next to whatever you're taking or it's going to take a long, long time. and it gives plenty of time for the civ you're trying to take a planet from to send in as many giant fleets

4 Replies 10,494 Views

[quote who="DerekPaxton" reply="34" id="3846996"] Yeah, that's a good point on the Navigators. [/quote] yeah navigators can actually be pretty good if you just copy the civ and change the starting sector and homeworld.

35 Replies 75,547 Views

[quote who="DerekPaxton" reply="26" id="3846798"] As for the Mimot. I want the player to feel like they are ravenous little monsters so I agree with the suggestions to decrease the food on their starting planet. It isn't about "nerfing" them. But forcing the player to make different decisions as they are playing them. And I want non-Mimot players to have them on their worlds to love/hate them. So increasing their food requirement is a good idea too. Im going to tweak both slig

32 Replies 112,184 Views

[quote who="DerekPaxton" reply="7" id="3846963"] Are there other culture traits people would like to see added? [/quote] well i have noticed that whenever i play (or think about setting up the AI for) a silicon or synthetic civ i always end up going with creativity a lot because not only is it a great tree with lots of good stuff, but it's also hands down the best for mining resources. 3 free constructors plus the .1 mining boost really help gets those civs the promethion an

14 Replies 29,388 Views

[quote who="Taslios" reply="30" id="3846862"] Well, I realize this is still the beta builds... but one would hope they balance that. It is FUN to go out and war monger... but it is also fun to sit back turtle and win via other methods... all routes must have viable races/options.. [/quote] just so u know influence just got a boost in today's patch. they're def focusing on it more now :)

35 Replies 75,547 Views

[quote who="slarjy" reply="7" id="3846679"] Quoting tid242, reply 6 My game was pretty war-happy. Everyone seemed to be at war with everyone else. Hope this helps.. Well, it's more proof for my point that this game is a war game above all else, to the point o

10 Replies 19,234 Views

prob is once a ship is in orbit you can't see the ui part that shows dmg modifiers, it's taken away. that needs to be put back in so we can see where that defending bonus is coming from when you double click a ship in orbit and bring up it's screen, the dmg part in the top left should tell you what the dmg modifiers are when you hover over it.

6 Replies 15,999 Views

[quote who="Arcean_Endgame" reply="3" id="3846660"] You could also give defending ships in orbit a combat buff based on the planet's resistance. The rationale for this would be that the ships perhaps get better logistical support when orbiting a friendly planet. Or you could introduce the concept of "defensive batteries," big guns on a planet that can shoot things in space, allowing you to hit enemies, say, three tiles away. The strength of resistance would determine the damage your guns

6 Replies 15,999 Views

btw, just a thought on the slaving mechanic... i dont think that's it's really something that's supposed to be good early on in game, not great for slaving your own people. i think what it's good for is after you conquer a big core planet, and you've turned it into a big core world of your own, and all the other species, esp torrian, are pissed that they share a planet with you and you're at war with them and diff ideologies and they all hate you and all that, and the great benefit with the s

3 Replies 11,993 Views

[quote who="tid242" reply="2" id="3846646"] Quoting Basilisk83, reply 1 yeah, this all sounds good. the unrelenting ability is what gives the drengin most of their good policies though, just so u know That's funny, I did not know that! hah. -- so maybe it's just its "description" on the

10 Replies 19,234 Views

Been playing around with the civ creator lately and just wanted to post some fun, "broken" civ builds i've come up with that should be able to give the mimots a run for their money... feel free to post any fun ones you've come up with so far too! 1.The Stalagmighty Empire. -onyx silicon-based citizens. promethion and Archeologist abilities, with the starting system of the onyx so they'll get all those asteroids being mined for 1.1 each. that's like +16.5 production right in the starti

0 Replies 1,797 Views

[quote who="Arcean_Endgame" reply="7" id="3846547"] I don't like how combat works right now. It feels oversimplified compared to GC3. In GC3, you had to decide whether you wanted you wanted your military ship modules to be stronger, miniaturized, or cheaper. And you could mix and match which ones you chose, so you could get improved beams and cheaper point defense, for instance. This provided a lot of strategic depth to the game that we are now missing. Additi

10 Replies 28,170 Views