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Thanks!
I will put a patch by Friday with a fix plus a couple of other ones as well. I've been playing my AAR with them and they are making a big difference.
http://www.spaceempires.net/downloads-cat-35.html
http://www.captainkwok.net/home.php
Launched 10 fighters from a planet(not combat, on the launch option on menu), appeared about 10 hexes away. Any attempt to access or give orders resulted in a crash to desktop. Game seemed to run okay if they were left alone.
Kudos to you for sticking with it, Kwok.
Damage types have not been updated to cause Null Space Shields or Plasma Shields to actually do anything special. They just act like phased shields.
AI will keep feeding ships into a grinder on the other side of a WH piecemeal unless it has a minefield they failed to clear. This was stopped by turning the flags to 'remember ships' to true so they remembered my death fortresses on the other side of the WH from them.
Alliances. If you ever quit one, it will quit you from that alliance every single time you join the alliance again as well.
AI fleets trying to invade will send the transport in unsupported, meaning all your defences focus fire on it. If instead all their ships came in together things would be much scarier.
Replicant Center. Only has 2 properties in the facilities file. Needs adjusting to 5, properties already exist, just master number says 2 so it stops reading the rest.
Couple of questions and comments also.
AI (including when using your own ministers) needs to put a lot more Weapon Platforms on a planet. If I leave it to the AI it will have Huge planets with 0 or 1 small WP on them.
Size on Space Stations, Satellites, Fighters and Troops should be increased to help reduce micromanagement and allow them to actually have interesting fits. (Can the AI handle this already if I just do it locally or will it get messed up in some ways like building too many on a planet and filling cargo). It would be nice if Satellites actually operated at the 2-400t range currently used by space stations, as real OWP's, so the AI doesn't need to flood 100 of them that each die in a single shot. Troops in the 25-50t range would be nice as would fighters. Maint costs & cargo space should stop players flooding stupid numbers of them, but it then keeps the turn timer moving faster as the number of units is far lower
If I make a map type where the only planets are large & huge, but there are far more asteroids in the game, will the AI handle using mining ships & later building mining bases properly. Just a thought I had to make an individual colony matter more and more things in space to raid. Also will the AI properly handle the removal of stellar weapons or will they get all confused.
Point defence weapons have ground damage characteristics but don't target troops. This may be deliberate but I tried changing this and found it nicely stopped the 'drop troops on the planet and ignore OWP's' tactic.
Balance though for crystal armour. Could crystal armour provide shield regen like organic armour. And crystal hull shield regen + a tiny bit of shields so crystal races shooting at each other early game still have shields vs the armour piercing attacks. Would make it as good as organic armour then.
Also, huge thanks for keeping the modding going :)