Blather and comments about our recent update..

Great job! In spite of my not being able to even create a game on Immense I was able to get into a 7 hour game on Gigantic! Love the map! Love the improved placement on planets.

 

I did notice that on tight clusters and uncommon hab, that there were LARGE areas of nothing which is fine. I may do another game on loose clusters and more common habitable to see if that fills up the map a bit more. 

 

We need ID tags on Extreme worlds in Strategic view. 

Lots of crashes either due to my drivers (updated now) or memory error. I uploaded stuff to Stardock.

Starbases are NOT pushovers anymore! This makes me REALLY REALLY happy! I invaded the Yor and they had an Econ starbase and it was a Monster! I had to destroy 3 of my best fleets to remove it! Glorious! AI does a good job on tile placement. I like that opposing Ideologies piss off you and  the AI, Benevolent vrs Malevolent. Good reasons to go to war or form alliances!  Starports need some love Perhaps some fortification in the Weapons tree and a constructor module to build some more on it. 

 

Need more (and meaningful) choices for United Planets. Would like some things that help everyone like everyone gets a trade route to its nearest neighbor who is same Ideology.

 

Malevolent & Pragmatic need a (slight) boost, Benevolent is just really too good to pass up. You moved my +10% research from Pragmatic to Benevolent and now it seems like its missing something.

 

Carriers! >>>I have not had a chance to use these in battle. I suspect that HUGE hulls would be far better with a good amount of thrust and defenses. Has anyone seen these work and how effective they are?

 

More to come!

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Reply #1 Top

I have done some testing with carriers. They seem effective. I used them on a large hull (7 logistics) and I got 5 fighters (I think 10 logistics worth). I still had enough room to add other stuff such as weapons and defenses. Maybe I should have added another carrier module. I did lose some in later fights, but I got replacements a few turns later. Unfortunately, the game does not tell you anything about your fighter capabilities. I had to figure things out as I played.

Anyways, from what I understand, the fighters are supposed to be freebies. The devs didn't want players building large ships and then the small fighters to be stored on those ships. It would create logistical problems where the player had to remember to add fighters to their carriers. Instead, they made it so that your carrier modules are supposed to spawn the best tiny hulls you can get whenever you get into a fight.

I plan on testing carrier modules some more later. I only used them enough to get my feet wet. I'm no expert on them yet.

P.S. Your starbases can also install carrier modules, much like you can install defenses on them. I haven't got to test those yet.

Reply #2 Top

Yea I see the modules for both ships and star bases. They do not seem to 'add' a dmg or defense' value after you add them. We could use more documentation/clarification on how they work and what they bring to the table. 

Reply #3 Top

Please delete.

Reply #4 Top

Another thing I thought was a bit on the exploitative side was when I met another Civ I would immediately purchase his Survey ships. In most cases they only had one and had not researched Sensors yet. This allow me to deny (them) the goodies laying about he Galaxy while at the same time increasing my exploration and opening of the map. As much as I hate to say it, I think the AI should place MUCH higher value on its Survey ships and NOT SELL it at all if it only has ONE. 

 

In reality I want the AI to act like a human player would. I hate to say that but there it is. Would I ever sell my one and only survey ship if I did not have Sensors yet? Well maybe in exchange of a planet but not for credits. 

 

Seems like the AI's have a preference for which weapons they like to research and equip. I love diversity. Keep up the good work. 

Reply #5 Top

Quoting Larsenex, reply 4

Another thing I thought was a bit on the exploitative side was when I met another Civ I would immediately purchase his Survey ships. In most cases they only had one and had not researched Sensors yet. This allow me to deny (them) the goodies laying about he Galaxy while at the same time increasing my exploration and opening of the map. As much as I hate to say it, I think the AI should place MUCH higher value on its Survey ships and NOT SELL it at all if it only has ONE.
End of Larsenex's quote

I assume this is still being worked on with the AI development, as right now they still have relatively basic AI in the game.  I would imagine that the next Beta or a patch shortly before release would have the full AI as expected.  With that being said I'm sure there will be kinks that still need to be ironed out and, that's why I say we'll see it prior to release but, I would expect it to be similar to Galactic Civilizations II where they wouldn't sell their survey ship or at least nor for minimal value.

Reply #6 Top

Thanks for the reply.  I know we are in a placeholder AI, I was just 'blathering some observations'.

 

I am eager to get home and down load the visual studio updater.

 

 

Reply #7 Top


Malevolent & Pragmatic need a (slight) boost, Benevolent is just really too good to pass up. You moved my +10% research from Pragmatic to Benevolent and now it seems like its missing something.
End of quote

Dont look at malevolent with the point of view from the galcivIi good/neutral races. No penalty for shared borders, double morale with one structure, hand yourself a massive stick dispersed across every planet... Etc.

Those benefits don't sound so hot to a terran/iridium/etc pov, but for yor/dremgin/Maybe krynn, they are massive.  I've put in ~150 turns on 3 different immense maps so far playing yor and had the +5/turn merciless structure first each time. 

While there is plenty of stuff in benevolent /pragmatic  that are pretty nice in the long run, the merciless is loaded that's critical early on for survival of the evilish races against  the wrong neighbors at the wrong times while benevolence /pragmatic grant some nice stuff and a lot of things that help offset the good/goodish race weaknesses when set beside the wrong neighbors at the wrong times

I'd absolutely love to see more varied upr's too


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