Search found 285 matches
- Sat 21 Apr, 2018 09:09
- Forum: Feedback
- Topic: the latest modification to the auto scout is welcomed but not enough
- Replies: 15
- Views: 1291
Please refrain from double posting as it is against forum rules.
I would recommend utilizing one of the many battle calculators floating about and put in different tech/defense/fleet combinations and see why there is a linear play method.
I can also attest to God being real, I’ve been moved more than once after asking for guidance, enough times that it cannot be purely coincidence at this point. Also, it is not (in my opinion) the job of humans to condemn people. That job is for God. We can educate people on the error of their ways, ...
Players are just plain deleting and quitting the server over relocating because 30s haven't opened yet. I understand you guys wanted to test opening all the clusters at the same time and majority of your player base are happy. NOW LISTEN TO THIS ADVICE, and plenty of people agree, it's time to open...
- Wed 04 Apr, 2018 12:30
- Forum: Feedback
- Topic: Max. no. auto scouts in 'Units' menu
- Replies: 1
- Views: 157
It’s already displayed in your technology tab. Find computer tech level and divide it by 5 then add 1. Whatever whole number you get is how many auto scouts you can have.
Second position Rocky planets. Fertility boost is huge. Energy loss is negligible as you don’t use solar/gas after you have antimatter (and now orbital) plants. Loads of more space. And obviously 3 metal. Your goal should not be to save on orbital defenses. You are only relevant if you’re offensive...
- Fri 30 Mar, 2018 19:44
- Forum: Feature Request
- Topic: New Tech for Auto Scouting
- Replies: 13
- Views: 903
All games, even the large mobile apps, make game changes and rebalance after launch. Auto-scout ship numbers were balanced based on several factors, one of them being feedback. I suggest the community keep giving feedback on what works and what doesn’t so the game can continue improving. LOCKED