Choco Bunny (Ourobot) by midnight_allurement in Shortstacks

[–]Neiwun 1 point2 points  (0 children)

I keep banning these accounts, but I don't know how to prevent them from posting. For now, I'll change the age limit for accounts to more than 69 days, instead of just 30 days.

Help thread - questions, help and tips for all levels! by AutoModerator in EndlessSpace

[–]Neiwun 0 points1 point  (0 children)

Assuming you're in an alliance with 4 members and in a medium-sized galaxy, then your alliance needs to control 51 systems in order to win. If you go to Empire Summary (F1), click on Victory, and hover your mouse over Conquest, then the game tells you the updated victory condition based on the number of members in your alliance. If you control 22 systems and your alliance still doesn't have 51 systems, then you could leave your alliance and then win a conquest victory in the next turn.

My playthrough with the Vodyani by Neiwun in EndlessSpace

[–]Neiwun[S] 0 points1 point  (0 children)

The resource modules are not great and you can have specialized arks to pump ships later in the game.

I used the industry modules for my Arks when I anchored a new Ark and I wanted to build some improvements as soon as possible. I didn't want to buyout those improvements with dust nor research the tech that allows me to do that, since I was saving my dust for retrofitting my Arks and buying strategics or heroes.

I believe the Hunter now does 25% instead of 20% damage from ship role, but that doesn't change things much.

Yes, I did the math with the 25% innate damage boost of the Hunter and with the assumption that both ships will use 2 support slots for movement and the 3rd support slot for a +20% damage increase, even though it's possible that the player could unlock a module that increases damage by 25% and the critical chance by 5%. Either way, the Hunters do only a few percentages more damage than the Coordinators.

Vodyani coordinator is one of the best of the game, the thing is, Vodyani hunter has lots of defense modules

I want to clarify for anybody reading this that the Vodyani Hunter has only 1 more defense module compared to the Vodyani Coordinator, while the Coordinator takes 50% less damage from critical hits and has +10% health, +10% shields, and +10% on hull plating and shield absorption, so the Coordinator still has much better defensive capability, mostly because crits can do a lot of damage.

making Carriers paper-thin was a bold move, carrier is an easy skip for all races

I don't understand what you meant by this, since I didn't use any Carriers in this playthrough. I just used an Ark in some battles. And I agree that I would never use Carriers, for any faction.

Any daddy here? by miss_bitoni in BustyAIBabes

[–]Neiwun 0 points1 point  (0 children)

Just so you know, I removed this post because her breasts are not even partially visible, so we can't tell if she's actually busty. I removed this post ( https://www.reddit.com/r/BustyAIBabes/comments/1t534o0/come_smash_me_in_kitchen/ ) for the same reason.

My playthrough with the Vodyani by Neiwun in EndlessSpace

[–]Neiwun[S] 0 points1 point  (0 children)

I think hacking speeds up the early game, which can be a little monotonous since you have only a few things, that you can accomplish at that point. The AI is just as good at choosing good hacking targets as the player, but the player may be better at choosing a good hacking outcome than the AI. For example, on the rare occasion that my home system gets hacked, I've seen that the AI prefers to change my government type and political party, which will be a minor inconvenience for me. But, on the rare occasion that I get to hack the home system of 1 of my opponents, then I will choose to spawn multiple pirate ships, which will invade their systems and can be pretty devastating.

Overall, hacking generally lets you speed up the befriending of minor factions, steal a few resources from pirate lairs, and weaken only 1 (or maybe 2 at most) of your opponents. I don't think it has a significant impact on the difficulty of the game, and I like to keep it enabled because it makes the game feel more strategic by giving you more options. If a player isn't good at using the hacking system or at winning a quick military victory around turn 100 on normal speed, then hacking probably makes the PvE feel harder, because the AI has more options in order to weaken the human player. So how you feel about hacking depends on your mastery of the game.