OK, another step in the right direction, but to me it would just make more sense to revert the change on all of the map sizes so as to not have a massive size jolt between Medium and below and Large+. It seems pretty clear that this has not been an overly positive change (I have yet to say anyone actually LIKE it).
Uncle_Joe
I appreciate your response to feedback for the Insane maps, but I think you really should take another look at all of the other map sizes as well. Despite the fact the non-insane are supposed to have 'higher density' of objects, I'm just not seeing it in-game. When I start up a game on Standard sized map in 1.8, I can typically get 3-4, maybe 5 habitable planets near enough to colonize before the rest of the races show up (4 opponents, no minors). Under 1.9, it's a push to be
Thanks for the response. But even the 'Normal' map feels awful claustrophobic now so hopefully there is an option to revert it on all map sizes?
The fact that the individual planet wheel exists at all was simply a concession to the tremendous backlash that Stardock received when first removing the wheel and replacing it with the focus buttons. The wheel allowed players to overspecialize to the point that it was breaking the other game mechanics. And it was honestly a bad design in the first place since it allowed ‘something for nothing’ which then required the players to micromanage every planet at various re
Back when the game was released, there was some speculation that Tactical Speed might contribute to a ship's defense (ie, give it increased chance to be Missed in combat). Does that actually occur in game at this point? Are there any defensive benefits to putting Thrusters on your ships and hence increasing Tactical Speed? If there is no inherent defense bonus, is there any reason to add these to designs? Does anyone actually notice any benefit from having ships be faster?
While I happen to agree that this would make the game better/more challenging, be aware that this type of AI behavior has often been universally hated in other games. This is an age-old debate all the way back to the first Civ-style/4x games. Some people want a challenging game and they want the AIs to band together to 'not let the winner win'. Other people consider that horrible and that AIs should act 'normally' rather than gang-up on the winner. <
[quote who="naselus" reply="6" id="3607097"] Because war like that isn't FUN. It's not entertaining to have 1-turn wars. There's no tension. You wipe the enemy out before he can react, which is fun the first time but ultimately reduces the entire warfare game into a chore. And if the AI did it too, we'd have the joyous experience of our best buddy turning on us and destroying all our ships and shipyards before we have a chance to react (an experience you can already enjoy
[quote who="Stalker0" reply="32" id="3606592"] Quoting Larsenex, reply 31 I set the wheel to 100% full on research and floated four star bases to maintain full 100% happiness. Viola 1285 research per turn. I have 6 other research planets but those are doing 280 to 400 per turn. When I read th
[quote]I you don't like the planetary wheel then only use the global wheel problem solved you just eliminated micromanagement just handle expanses through global wheel you are the only reason you use the planetary wheel. You don't have to use it. Use the global wheel. It can only bother you if you unessisary use it. Finances can be handled globally. This is only needed when you need to specialize, your welcome I solved your micromanagement problem only use the global wheel. [/quote]</
[quote who="mrblondini" reply="19" id="3606194"] If, as Frogboy says, the planetary wheel was always going to be taken out the back and shot and therefore the AI was never designed to use it to it's best advantage, why not make it a Multiplayer Only function? [/quote] Actually I believe he specifically called out that that was NOT the reason to remove the wheel. IIRC, he said something to the effect that the AI could easily be coded to micro-manage all
[quote]I agree with the above posters; I hate the back and forth. Whiners gonna whine and that sucks, but when it's better for the game, let them whine. [/quote] I thought the command line option to re-enable the wheel for those who couldn't live without it was a good solution. But now it's back and IMO it's sort of made a mess of the economy. At LEAST get rid of the global wheel so there is one less variable to
[quote who="MacsenLP" reply="12" id="3606040"] There isn't a games company that makes me want to pull my hair out... except Stardock. At this point I wish you'd smash this game out the park or turn it into a dumpster fire you don't seem to be able to make up which direction your going towards it's one step forward one back. I've read the patch notes fired up the game and taken a look at some of the new features thought I'd give m
[quote who="pshaw" reply="6" id="3605937"] Quoting tilyas89, reply 5 I'm sorry if I missed it, but is the problem where the Ai parks a ton of ships in my zone addressed in any other way than the get off my lawn request? In the last patch, even if I was on good terms, they'd just keep a bunch of ships parked in my s
To me a 'user selectable option' that allows for production/tech/income FAR in excess of what was originally intended is just a bad idea. It leads to complaints that the game is too easy, that 'x' or 'y' is 'broken' or 'OP' or 'useless' etc. And it makes balancing the game in general based on player feedback much more difficult. Having the wheel and not having it are pretty much day and night for how efficiently you can make your econ ru
At some point, I would just like to see the development team pick an option and stick with it. My desire to play the game right now is completely diminished knowing that in few weeks/month the whole econ system is going out again to replaced by something new. This plays hell with the rest of the balance because everything can't be fine-tuned while major changes to the entire economy are taking place. I wasn't a big a fan of the wheel but I used it like the no-brainer 'choi
Luckily I haven't found fighters to be AS ridiculous in the last few patches (they hit later and worthwhile CVs aren't spammed out as easily as before), but yes, it does help fighters a bit, unfortunately. Also FWIW, I also added +3 speed to Tiny Hulls, +2 to Small, and +1 to Medium. This has a number of beneficial effects: The early game doesn't drag as much since you can explore quicker I actually want RANGE on my ships since I can actually
I modded a -30% to be hit into Tiny Hulls, -20% for Small, and -10% for Medium and it worked out really well. It kept the smaller hulls viable for a larger chunk of the game. I am considering increasing those bonuses and then adding half of to increasing the chance of scoring a hit (such that larger ships would have a harder time scoring a hit on a smaller ship but smaller ships don't have the same problem). I have not pulled the trigger on that though since I'm not sure what
[quote who="lyssailcor" reply="56" id="3598201"] Just put in an option to play with or without wheel, only modding it back in wouldn't do the job for al those players playing strictly vanilla. [/quote] Sounds good, but as I mentioned above, the 'wheel' leads to a lot more production, research, and income since it's a no-brainer to fill a planet with the appropriate building and then mash the slider to 100% in that direction. To compensate, costs and bonuses w
I'm personally glad the wheel is gone too. It gave too much control over the econ and would have mandated massive increases in prices (manufacturing, tech, and maint) to balance the game out (producing a ship a turn at your major worlds quickly becomes tedious IMO). For those say 'just ignore the wheel if you don't want to use it' - well, that would have been impossible if they properly rebalanced the game to account for the control the wheel allows. There is no good w
That same advice can be carried over to many other designs. For example, if you're only going to be colonizing a nearby planet, there is no need to build a colony ship that can go half-way across the map at super speed. Just design what you need to get the job done. The same can even apply to combat ship designs. 'Planetary Monitors' are common in many SciFi settings and definitely have their place here. If you're looking to 'garrison' a planet or SB, there is
[quote who="Avatar137" reply="19" id="3595681"] I'm still in the midst of playing my Insane sized game, am in the 600s turn-wise. So after reading here and else where about the 1.4 changes I thought it best to start a new game to see all of the changes in their full glory. I'm now about 100 turns in and one thing that has impressed me is that the AI have been accusing me of building colonies within their territory when I have no clue where their territory even is! I've only r
The wheel isn't 100% dead yet ("I'm not quite dead yet!"). The Global wheel is still there which means that least in the early game you can do the same micromanagement and get the home planet built up before scaling it back. Personally I hope this last vestige of the wheel and the attendant micromanagement is removed shortly. I much prefer the 'focus' and the ability to change it on the main planetary screen. But as long as the Global wheel exists, it's possible to
Well at least in the early game you can use the Global econ settings to push your planets to 100% of whatever you want. Honestly I think that needs to be removed too since IMO it defeats the purpose of preventing the individual specialization...it just requires more planning/management to make it work.
I'm giving this a try in my current game (I think....). How do I confirm that the mod is active? If there are multiple mods in the mod directory, what determines what loads and what doesn't (especially if they are incompatible...ie, using the same files)?
1.1 is 'announced' in the Support section but is listed as 'Unreleased'. The last few patches have sat in the state for a day or two and then been available as an opt-in. I imagine this patch will follow suit. Looking at the change log so far, I'm sort of underwhelmed. There seem to be a lot of outstanding balance/gameplay issues and the AI needs some additional help but I don't see much on either front included. Of course their primary concern has to be s