Sorael

Sorael

Joined Member # 666160
5 Posts 85 Replies 192 Reputation

In the last couple of games that I played (usually 20-25 planets, with 3-5 AI, all set to hard), the AI has been largely unable to defend itself against the marauder attacks. The result is that the game becomes, me trying to swat all the marauder fleets while slowly conquering AI planets, which are virtually undefended. While I do like the fact that the marauders are dangerous enough to worry about, there are currently too many of them.

76 Replies 17,068 Views

I happen to like the fact that one resource is more scares than the other. It makes for some interesting gameplay decisions and really forces the player to think about what they are going to build. It certainly makes ice worlds very valuable. I think it would be interesting though if it were possible that the galaxy be generated in such a way that sometimes metal was the scares resource, or even credits.

15 Replies 6,485 Views

That burger looks pretty impressive, but I have to say that the lord of all fast food burgers is the sirloin burger from jack-in-the-box. It's a giant (by fast food standards) meat paddy with the option of really swiss cheese and grilled onions, throw some bacon and ketchup on there and I'm in flavour heaven, drool... It's so good that I've gained 5lbs since I first found out it existed.

25 Replies 61,113 Views

Most of the stuff you are suggesting is either already in the game or is a known bug (such as the fighters not making other strike craft their main priority). One thing that I do agree with though is that the marauders need to be toned down a bit, or at least let the player have the option to select how strong they are. In the last game I played the marauders came in such vast numbers that the AI was completely unable to function. The game simply became me vs. the pirate ships, as my large fl

28 Replies 13,690 Views

While I do tend to agree with sentient in that the cruisers do have their uses, especially the mini carriers. However, I also can't see enough difference between them and the frigates to necessitate them having their own class. Giving them a hitpoint and shield upgrade, along with increasing their cost, would help to differentiate them. Adding a few more abilities to some of the cruiser would be pretty good too. For instance the kodiak could really use an anti fighter upgrade, a point defenc

82 Replies 30,238 Views

These are some really excellent ideas. I especially like the ideal of critical hits being able to damage or destroy specific systems. One thing that I would like to see is the ability to set the targeting priority of my ships. Basically you would select an enemy and hit a key and this would change how likely your ships are to target that particular enemy. As an example: you have a fleet with two destroyers, a carrier and a mixed group of scouts and flax frigates, the capital ships

239 Replies 69,468 Views

I would like it if the different races started with affinities to different climate types. For instance the Torians could start with the ability to colonize heavy gravity planets but be unable to colonize the basic planet type(m class for all you startrek fans). I realize that this would require a reimagining of the various races, but it would help to differentiate them. If you think about it, what would be a toxic atmosphere to one race could be perfectly healthy for another. To pus

437 Replies 243,655 Views

Nope, the AI is not scripted so it's not possible to mod the AI. That's too bad. I think it would be enjoyable to play around with some of the more fundamental mechanics like the AI, economic model and combat model. I do however realize what a pain in the ass this would be for you guys.

28 Replies 38,508 Views

I can't believe that you actually bothered to complain about this. It's quite obvious that the slider work in relation to each other and not in direct relation to their position from either side. It's quite easy to see the relative percentages change as you move the slider. The system works perfectly. Having said that, I wouldn't mind having the research slider be seperate from production, so that you could truely max-out your spending.

20 Replies 10,919 Views

sorry double post First of I would like to say that you guys are doing a great job. 1.1 is a significant improvement over the box release. Having said that, there are still a number of changes that I would like to see in the game... The change in the combat system is a step in the right direction, obviously the old system was far too biased in favour of the attackers. It could be even better if some sort of intiative based system were implemented. It makes sense that smalle

114 Replies 59,779 Views

First of I would like to say that you guys are doing a great job. 1.1 is a significant improvement over the box release. Having said that, there are still a number of changes that I would like to see in the game... The change in the combat system is a step in the right direction, obviously the old system was far too biased in favour of the attackers. It could be even better if some sort of intiative based system were implemented. It makes sense that smaller ships would have a easier t

114 Replies 59,779 Views

I've noticed that the AI builds weird planets on the very high difficulty levels. I think part of this is due to the fact that it get such significant economic bonuses that it buys almost everything. Their budget surpluses are made even higher by the fact that they don't really have much production to pay for. That's my theory anyway. It's not like games on crippling diffculty or higher are ever easy.

36 Replies 21,032 Views

I find the drengin to be the most dangerous. They seem to do a good job in the colony rush and then proceed to anihilate everyone unless I get strong enough to stop them. Humans, Yor and torians usually do a pretty good job too. Most of the other races can't really seem to keep up though, unless they happen to get a really good starting position.

26 Replies 15,589 Views

it mostly depends on how lucky (not the in game bonus, just plain old human luck) you are when you click the invade button. In the situation you are describing you could get anything from about even odds to about 5:1, which you did. Attackers do get a fairly significant advantage, I believe this is a design desicion to make it actually possible to conquer planets without having to decimate your own population.

19 Replies 8,489 Views

There is always the potential that you will accidentally win the battle while using mass drivers.

6 Replies 5,207 Views

After redesigning my colony ship to start the game I decide to obsolete the old design and accidentally click yes when it asked if i would like to decommission my initial colony ship. The officers responsible where set on fire, then exposed to the vacuum of space. A little messy perhaps, but the mistake was never repeated.

32 Replies 18,905 Views

Thanks for the info, I found it very enlightening. The biggest problem I can see with the AI are that it doesn't do a good job of threat assessment. It needs to be more proactive in eliminating the player or other AI's that are getting too powerful. It would be cool if weaker races would form coalitions to take on the stronger one. They should also be less likely to trade any techs, not just weapons techs, with the strongest race and more likely t

40 Replies 129,747 Views