xqk559

xqk559

Joined Member # 6373964
0 Posts 0 Replies 193 Reputation

So after getting to turn 500 on a medium map with a challenging difficulty, using a custom faction with 3 opponents and pretty much all setting maxed out, 5.3 finally feels like a full, playable game. It's finally better than GC2. That being said, here are some ideas for changes: Most important: After finishing the tech tree you are prompted to select a new tech to research repeatedly and you cannot advance in turns. This ended what was my funnest, most

0 Replies 13,213 Views

I think upgrading is good the way it is, though I wouldn't be opposed to the idea of needing to be at a starbase, planet, or shipyard for some realism and strategy. Rushing ships is just a bit too expensive. Ex Mudder puts it perfectly, it should be expensive to rush things, but 15:1 is just too much. I'd be interested to see 13:1 and 10:1.

18 Replies 72,927 Views

I agree with androshalforc on every point. Starbases are good as they are, we just need to be able to give them production queues and be able to set them as rally points for constructors. So you still get all the micro without wasting a bunch of time repetitively sending out constructors to the same place to make upgrades you know you've wanted for 100 turns.

86 Replies 305,645 Views

As stated above, I like that you can win by culture. For me, in an ideal game, all possible victories would be as close to equally achievable as possible. I find that culture is a far easier way to win than any other method. That is my problem. In fact, I have trouble enjoying the game because I keep accidentally winning cultural victories, including over my allies. And I think Yeller puts it perfectly, the people of a planet want revolution, its government certa

9 Replies 4,655 Views

Every time I begin a turn I get 3-7 messages (it is usually however many times my planets are attacked in a turn) saying "Cannot Invade" and that the planet is empty and needs a transport to invade it. Even though I don't even have any military ships, and haven't attacked anything at all the entire game. I think it is related to the "Drones" custom civilization perk (where you get automatically regenerating drones on all of your planets and starbases-also this perk is unde

1 Replies 4,191 Views

All good points. A clear problem is that the AI just doesn't react to massive cultural centers, making them overpowered in solo play. I kind of like the idea of defending a planet before it gets flipped, but it would be hard to implement and balance. Maybe make it a factor of the planets resistance times the planets defense? So you could protect your planet by adding defensive installations to it? That would probably help the AI problem a little, too. I

9 Replies 4,655 Views

It's never a class 10 for me, either. I agree that it should come colonized and in the same system as your home planet, so it doesn't give you too much of an advantage or just get instantly culture flipped. I believe that the second planet you can make appear using ideology points is already colonized and just a higher class planet. It should be done like this, only of course with an actual class 10 planet.

9 Replies 5,558 Views

Beta 5 definitely improved culture flips, but they're still too powerful. I've beaten two games now against Godlike enemies without ever making a ship other than a colony ship or constructor. While I like that winning by culture flips is possible, it should be at least twice as difficult. Three or four times might be better. Or maybe just make AI more agressive about it?

9 Replies 4,655 Views

Beta 5 definitely improved culture flips, but they're still too powerful. I've beaten two games now against Godlike enemies without ever making a ship other than a colony ship or constructor. While I like that winning by culture flips is possible, it should be at least twice as difficult. Three or four times might be better. Or maybe just make AI more agressive about it?

23 Replies 7,660 Views

I've played a few games past 200 turns now, always as the Yor, and have noticed some slow down past that point, and occasional crashes, especially while waiting for the AI to play. What usually ends my games is that no matter what I focus on I completely dominate the galaxy with culture. Even the hardest AI get culture flipped after a few hundred turns. And of course it's hard not to take advantage of exploits, in particular buying enemies entire fleets, and that min

5 Replies 5,284 Views

Is this the right place to post fixes like my post above? I just finished another game and found a few more small issues: The tech upgrade "Low Cost Shield System" says it raises the cost of shield systems 1.5%. Maybe a typo? I don't think you'd want to pay more for shields, and it's the opposite of other military techs. When attacking ships docked in planets it shows their attack and defense scores all as -2147, which can't be right.</p

1 Replies 3,551 Views

I agree, too. I think if it took twice as much time it might be better. Currently it's not worth using transports to invade planets half the time since you can just wait 10 turns and flip them.

3 Replies 24,144 Views

First off, great game, I'm glad to be a part of the beta! So far I've only played as the Yor, so these fixes may only apply to them. I'm also running on windows 8.1. Now, for a few small errors/ideas: In the planet construction screen some tiles have a "Precious Metal" bonus that say it is an "idea" place instead of "ideal" place, and it says to gain "some a profit" while it should be either "a" or "some" profit. I also can't tell if these til

1 Replies 3,551 Views