Vidszhite

Vidszhite

Joined Member # 3494671
19 Posts 222 Replies 1,375 Reputation

I play almost exclusively Malevolent, so I'll comment on those. All of Aggression's free units scale up based on what techs you currently have. So, for example, if you wait until you have tier 4 Kinetics to take Aggression I, you get a Frigate that's fully loaded with Tier 4 Kinetics. However, even if you take it early on, even before you have Medium tech, the frigate is quite good. Aggression I: Medium - it's honestly just a stepping stone to the amazing Aggre

1 Replies 1,515 Views

Unfortunately, this issue is now far more widespread than just invasions for me. Now it happens intermittently whenever I do anything that takes me away from the main screen, even looking up a ship's stats or entering the View Combat screen instead of choosing quick combat. It's so bad that it causes my computer to BSOD, and as you said, it's caused by the driver crashing and being unable to restart. I have made double sure that my video drivers are up-to-date. Unfortunate

26 Replies 39,164 Views

[quote who="TheSoloDriver" reply="2" id="3546569"] Not going to lie, I want to b**ch slap the AI when they drop a star base next to my planet and then gets on my case for being in "their" territory. All I think is , "really? Freaking really?" Why can't I make threats? lol [/quote] Such threats are what I'd have expected "I'd like to discuss something with you" to have in it, but that apparently isn't what that's for. (What is tha

7 Replies 6,247 Views

[quote who="Icrushthee" reply="4" id="3545821"] Thanks for the replies. Regarding interceptors, I don't think they use the weapon techs very efficiently for the most part then. When my kinetic weapons were nearly maxed out they would still have abysmal kinetic attack ratings, but guardians interceptors were doing great. Anyway, I hope we can somewhat control the interceptor/guardian designs at launch. For the most part it doesn't really matter because I can

7 Replies 3,384 Views

[quote who="Simplicity123" reply="8" id="3545653"] I have anyways been against the wealth/research/manufacturing sliders. It's a ridiculous system with so much fiddly that it should give a huge bonus to the AI because it's not worth the player's time to mess with it on every planet. But it was one of the first things implemented because someone can't let this terrible system die. The game would be better if they just cut it out entirely and let plan

12 Replies 24,983 Views

[quote who="Stalker0" reply="3" id="3544700"] Quoting Vidszhite, reply 2 1 population worth of Production, not Research or Income. A Xeno Farm is still a better investment even before you take the Approval into account, especially since you can get +4 approval for free off of Supportive Population. If +5 raw production is

6 Replies 14,341 Views

[quote who="Stalker0" reply="1" id="3544693"]Number 1: I agree with all of them except perhaps the Durantium Plant. It might need a little tuning, but remember its effectively +1 population without requiring any growth and no approval. The other two are garbage as they are.[/quote] 1 population worth of Production, not Research or Income. A Xeno Farm is still a better investment even before you take the Approval into account, especially since you can get +

6 Replies 14,341 Views

I can finally say that the game is starting to shape up into something that looks done. However, there's still some polish that needs doing... 1) Resource-requiring buildings are currently way too weak. I know that in the previous build, they were way too strong, but as they are now, they're worse in every other way compared to the free buildings: Antimatter Power Plants do basically nothing but

6 Replies 14,341 Views

[quote who="Icrushthee" reply="6" id="3540266"] I honestly think the constructor rush is a design decision. The game wants you to choose between rushing colony ships for planets or rushing constructors for resources. You can always go pragmatism ideology and get both (you get 3 free constructors after colonizing like 1 or 2 planets). Either that or play on larger maps? [/quote] This was on a huge map! If this really was a design decision, it's a terrible one. It's an

57 Replies 20,814 Views

I'm pretty sure you can't build starbases that close to each other, and if that's the entire reason they're so weak in the first place, then get rid of stacking starbase yields so we won't have to. Honestly, though, with that many constructors, which is well over 60, you probably deserve to be overpowered. If this has become the norm, then no wonder I've been hearing a lot of complaints about starbase micro.

57 Replies 20,814 Views

[quote who="Ex Mudder" reply="11" id="3534390"] Quoting econundrum1, reply 9 I agree that rather than being 1% per planet it should scale dependent on the map size. I don't think the penalty is a bad idea in itself though. This I agree with. But given h

28 Replies 120,356 Views

Another thing I noticed: starbases that boost the yields of nearby planets are way too weak . Even after 3 upgrades, an economic starbase was only giving +15% (it was not stacking with previous upgrades), and that's not to the total yield, because that might be worth it -- that's just a tiny +15% that gets added to the other percents the planet has, so it's eclipsed by half of a single tier one bank. Given I had to send like five constructors to that one starbase j

57 Replies 20,814 Views

I didn't see the results of this immediately, but over a long game, I gradually saw how insane the influence boost was from controlling the UP. Just being elected the chairman once was enough for races like the Thalans to absorb both the Krynn and the Drengin without even trying. Next, the Iridium Corp got elected, and even though they were all the way on the other side of the map from my territory, and I had influence starbases, they started absorbing me! Something seems to be up

6 Replies 2,435 Views

I have yet to see Beta 6, but I don't think the game is going to be ready in just 3 weeks. Maybe 6 weeks, but 3 is too optimistic. [quote who="Werewindlefr" reply="8" id="3540063"] I cannot say anything about the crashes - I don't really experience that many. But the rest of the issues you mention are indeed cause for concern from my point of view as well. Too many mechanics have changed - heavily - in the past couple months and frankly, it looks like

63 Replies 332,130 Views

I swear, I can't mine the resources in my own territory, because as soon as I get there, any number of AIs have already dropped starbases on them. This is serious enough an offense to make me to go to war with them just to get rid of the offending starbases. In fact, I've done so on several occasions! It gets worse - sometimes, if I go to war and destroy that starbase, ANOTHER AI comes in with their constructors 3 turns later, as if they were just waiting for me to get rid of them, so

57 Replies 20,814 Views

Every time I go to invade a planet, and I opt not to pick "auto resolve", the game has a 50-50 chance to crash my computer. Restarting and reloading my save usually solves the problem, so it appears that it comes from having the game open a long time. Here's my DXDIAG in both 32 and 64 bit: 32-bit: [quote]------------------ System Information ------------------ Time of this report: 4/21/2015, 17:51:20 Machine name: OPENH

1 Replies 5,366 Views