Thanks for that FYI
airayn
Playing a new game where I found a ship graveyard which gave +25% sensor range to my ships. But it doesn't give +25% to all ships it only gave the bonus to the ship that found it all other existing ships didn't get it. (I already had the race ability which gives +25% to all ships as a side note)
I think it is time to unnerf Resilent Repair? Of all the race abilities it's the one everyone pretty much agrees that is not worth taking relative to other choices at its current level. It wouldn't be hard, to just make it +25%/+40% in this most glorious 1.7 patch (which has been awesome for improving game play). I have been play testing it and the impact is still pretty minimal with this boost, but makes it just enough to consider taking it now. Also
Questions for Vigilant Trait If you are not using the Arcean tech tree. What is the base amount the Vigilant starbase trait slows down enemy ships? I can't see it in action. Does it get shown in enemy ships stats when you hover over them? Also do multiple starbase overlapping add this effect in a cumulative manner? Finally the base amount this traits adds to weapons of ships is +1 Is it cumulative if multiple starbase
Thanks for adding that to the bug list :)!
Question: Does the handy -20% maintenance costs race bonus also cover starbases also since maintenance for starbase modules has been added? If not that would be a good thing to add to it in the next patch?
A bug in constructor Upgrade costs for used constructors If I upgrade a single new constructor to a new double constructor it costs 188 credits If I upgrade a single new constructor to a new triple constructor it costs 331 credits If I upgrade a used double constructor 1 constructor left to a full double constructor it costs 58 credits If i upgrade a used triple constructor 1 constructor left to a full triple constructor it costs 61 credits. This is
Since the 1.7 patch is all about starbase balancing, tweaking constructor upgrade costs for used constructors to add in the constructor cost back in shouldn't be too hard. So a double constructor with only one constructor unit should upgrade at the same cost of a single constructor to a double constructor. Or a spent triple constructor should update at the single to triple cost. Not just a base rate it is currently doing. I agree that other ship upgrade
I think the upgrade costs for ships is a bit out of balance in being too cheap. So for instance I can keep upgrading my constructors at 60 credits a pop in space and effectively build countless starbases Two easy fixes for this. Increase the upgrade cost for constructor module a touch. I can buy a merc ship with 5 modules for over a 1000 credits but upgrade a used 1 module constructor back up to a 3 module constructor for 60 credits. That shows a imbalance in
I think the racial trait observant is broken now. if I have no observant at all for sensors at normal My starting ships have a sensor range of 2 for colony 3 for scout 5 for survey ship If I have observant at +25% sensors. My initial starting ships have a sensor range of 2 for colony 3 for scout 5 for survey ship
@pshaw: I think it was after getting a +25% sensor range bonus from a relic that my ships reset to base rates and I lost my race sensor bonus.
@Pshaw: How does having +1 or + 2 in the sensors in the race traits add up in the calculation? Also If race trait only gets +6 tiles is that under-powering that race trait relative to the others and should it be bumped up? I noticed what seems to be a game bug in the 2nd 1.7 patch. In the beginning of the game the race trait sensor was being added in properly. But 1 hour in large map and after discovering 3 other races all of the sudden all my ships sen
1) Some Starting options for the game a) The option to specify starting location in center of map or edge of map. Game play changes quite dramatically if you start in center or at the edge. It would be nice to be able to request this rather than restarting till you get one or the other. b) The ability to select if an particular AI opponent gets a 5, 10 , 15 or X turn turn head start. To mimic the condition of an "Older" established race for the larger map sizes.<br
If I had a good computer, and don't mind the computer taking extra few minutes for its turn. What XML changes would be best to make to achieve this? Then the follow up question would these changes actually make a significant difference in AI game play? If I remember right GCII had a toggle option to allow the AI to take extra time, would that be possible as an option in GCIII or was it found that really didnt help in GCII? Or I am remembering wrong on thi
To the earlier question regarding the Drengin surrender options a or b. That drengin response would be what I expect a benevolent race to do. I would expect the Drengin to take the terms and then turn around 10 turns to finish the crushing, or to demand more like half your planets etc. So Yes I would want the drengin to not only take my tech, but then kick me back into the mud and laugh at me while doing so. I would expect the AI to act different relative to ideology. <b
@ marigoldran Frog Boy is awesome and he is listening very much. I respect him very much, the fact he has opened this thread is a gift in itself. Many developers would be: here is what you get and nothing more. You have good ideas, but you just need to relax a bit in presenting them. As a former developer I can tell you the developm
Agreed WP Kelly. I thought of another 9) Repair ships. So if away from Starbase or port they can help speed repair of ships. OF course repair ships make easy targets :) 10) Living ship tech, which increases ship repair speed. I like the slower repair speed in general which makes more sense
I have been thinking about this, AI is more than ship battles. Diplomacy needs to be seriously addressed also for the AI to reach a 7 level honestly otherwise the computer will always loose the game at the diplomacy table long before any war starts. We need deeper trading personalities, where some races are more open traders , other more closed. Yet the computer doesn't really trade between themselves as well as the human. So the human gets a big edge here in
Features could be added which might make the game more fun. 1) The option to specify starting location in center of map or edge of map. Game play changes quite dramatically if you start in center or at the edge. It would be nice to be able to request this rather than restarting till you get one or the other. 2) The ability to select if an particular AI opponent gets a 5, 10 , 15 or X turn turn head start. To mimic the condition of an "Older" established race for th
I think one key in this is being able to give the AI the Capacity to surprise, without overt cheating. The diplomacy section is one area where it would be possible to add in the element of surprise and deception for some races (while other races could be honest.) Another area where surprised could be added was to create stealth option / tech which helps hide ships. One thing in reading old GCII comments an area where people gave good praise is when the
GC II had decent AI, but it was still about speed in the end, once you got on top, it didn't have the ability to surprise you.
It seems AI on the same team do not share or trade tech with each other. As a human player I can turn a easy tech profit by take one team races tech and trade it to the partner Team AI. That just doesn't seem right.
As a former developer, I want to send Frogboy and all of the staff who work on this project get a big Thumbs up and smile for the hard work, Excellent job with a bright future ahead. Nay sayers come and good, but a kick arse game will kick arse for long afterwards.
I second this!
+1 for balancing out sensorship a bit more for multiplayer human game purposes