If this is truly meant to be an RTS game, I would prefer more control over hotkeys. It might be nice to have an ini file to edit or something like that. I have kind of obscure control schemes for all the other games I play. You can edit a lot of controls in istrolid, but I might like to bind control groups to 8ik,p-;' for example. AI are very helpful in battles where you can't micromanage everything. AI can be little wacky at times, but there is almost every command you can manually do in the AI tab. AI commands are automatically prioritized by how high they are in the chain you build ai botton is at top right The.
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Istrolid Update 0.51.1 - Fleet Tabs and Rework of the Jump Drive Istrolid Update 0.51.1 - Fleet Tabs and Rework of the Jump DriveJan 28, 2020 Fleet TabsWe are excited to introduce fleet tabs! Our fleets have been getting a little too full lately. With players having hundreds of ships its been getting pretty crowded. With fleet tabs you can organize your fleets in the way that works for you. Even more ships now!Rework of the Jump DriveJump drive is being changed to be more dynamic and varied in its usage. Since its inception, Jump drive has been used primarily to bomb targets, or engage very rarely.
The “burst” turning for larger ships has also been interesting, but it doesn’t really fulfill the fantasy of a Jump Drive here.Jump drive now doesn’t cost energy to jump and can recharge much faster for short range jumps. A new indicator also means you can control and understand the new Jump Drive a bit better. The hope here is that ships that make many smaller jumps will become more valid. We will keep an eye on how designs progress after the patch, and may continue to buff it to keep things in mind.Jump drive now has dotted-black markers showing its range when you select a specific unit. The range is now also 25% larger.Importantly a unit’s jump range now grows gradually as it recharges.
After just a few moments, the fighter can already jump again here.This enables smaller ships that can engage and then retreat more quickly, making jump engine more powerful for dynamic hit and run.Beware, Jump Drive now costs energy and some cloak energy constantly in exchange for its “free” jumps. You will want to be using it on ships that Jump often and meaningfully, or you will be paying a bit of a tax from the extra energy costs. Unit Info PanelPressing I will now toggle a unit stat menu on the upper left.All units selected will be added up together, making it easier to calculate just how big a swarm of units is, and what it can do.The stat panel also make it much easier to determine health or range of specific enemy units, no longer will players need to copy a unit to see its information. Patch NotesThis patch introduces a slew of quality of life updates in addition to a set of balance updates to hopefully increase ship variety a bit by emphasizing the strengths and weaknesses of Spinal and Artillery weapons. Spinal: 40t → 50t, 450 → 600 range, +50% energy costs. Demispinal: 7→ 5$, 15 → 10T, 2 → 1hp +25% energy costs.Reasoning: Give more real and substantial trade-offs for spinal use, especially compared to 30/90 mounts.
Should increase variety of spinal weapons, in theory, and diminish the potency of the strongest ones. Light Point Defence: 20→ 18 damage.Reasoning: Changes are going to improve the general power of PD by upscaling arty and shields that are weaker against burst. This might be necessary to ensure PD is kept in line.
Artillery: 220 → 210 AoE, 500 → 675 min range, 112 → 144 velocity, min range scales with projectile speed at half-rate, weight reduced by 5T.Reasoning: Current arty hit goals, but needed too many speed mods to be valid. Now starts off nearly as good as 2 speed mods, but will increase in min-range with speed, to stop squads from being deleted with no reaction time. Flak: 17.5 → 18 dps, half damage, twice fire rate. Orb: 3.8 → 4 dps, 15 → 8 dmg, 4 → 2s reload, 2000 → 1400E, 624 → 704 m/s. Missile: 5% energy cost decrease. Flame: 2→3 damage, 24→21 burn, fire burns 33% faster (3-4% per second).Reasoning: Flame doesn’t seem to be fighter’s problem these days, and it feels a bit weak generally, but doesn’t need to have its ability to delete large ships enhanced.
This is not gratituous space battles, it is at it's heart a competative strategy game. It's easy, if players are not totally confused by the AI functionality, to get caught in an AI making rabbit hole, to optimize your ships and AI's for AI vs AI wars. That's a valid way to play the game and I've definitely had fun playing that way. But the campaign is meant to introduce the game to the player, and the parts, one at a time.
Introducing the AI tools is a whole other thing.You can play AI vs AI in the challenges versus every decent Campaign AI anyway. It even has a timer so you can see your best time and perfect your AI vs others. Originally posted by:This is not gratituous space battles, it is at it's heart a competative strategy game.
It's easy, if players are not totally confused by the AI functionality, to get caught in an AI making rabbit hole, to optimize your ships and AI's for AI vs AI wars. That's a valid way to play the game and I've definitely had fun playing that way. But the campaign is meant to introduce the game to the player, and the parts, one at a time. Introducing the AI tools is a whole other thing.You can play AI vs AI in the challenges versus every decent Campaign AI anyway. It even has a timer so you can see your best time and perfect your AI vs others.
I see your point, but if Campain battles are all fighting an AI anyways, why not learn how to use AI yourself and use it in Campain mode? We can do well with no AI and I've even used the same strategies AI have in campaign mode, it's just fun to be able to program your ships. Originally posted by:This is not gratituous space battles, it is at it's heart a competative strategy game. It's easy, if players are not totally confused by the AI functionality, to get caught in an AI making rabbit hole, to optimize your ships and AI's for AI vs AI wars. That's a valid way to play the game and I've definitely had fun playing that way. But the campaign is meant to introduce the game to the player, and the parts, one at a time.
Introducing the AI tools is a whole other thing.You can play AI vs AI in the challenges versus every decent Campaign AI anyway. It even has a timer so you can see your best time and perfect your AI vs others. I see your point, but if Campain battles are all fighting an AI anyways, why not learn how to use AI yourself and use it in Campain mode?
We can do well with no AI and I've even used the same strategies AI have in campaign mode, it's just fun to be able to program your ships.
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