mormegil

mormegil

Joined Last seen Member # 299
8 Posts 342 Replies 33,828 Reputation

This is as designed, those improvements are part of the Amphibious ability, the player gets one to use each tech age, they can be placed on ANY tile, so they are pretty powerfull, they are also in addition to all the normal tarraforming improvements, So having them be one per planet would be quite OP. I will look into making this more clear in the description however. Thanks for the report.

7 Replies 18,639 Views

I appreciate a good rant, so I won’t take this too personally ;) You have a lot of good ideas, some of which I have been known to rant about myself. The rest we plan on, or are currently addressing. I can’t do a point by point breakdown of everything we want to do, but I will try and address your concerns. Some of these concerns are simple UI tweaks, which we will try and address. Like the Precursor nanites, and the +1 Food. These are simply the results of those tool tips

78 Replies 398,780 Views

I just checked to see what the problem is, They all appear correct in the data as it is now, is it possible you are looking at old data? The ranger class template is a medium missile based ship. And as far as i can tell all the rangers a pointing to the correct blueprint. The your Rangers, the "CPU-MS" ships, are pointing to RangerBlueprint ProtoTypeRangerBlueprint RangerLBlueprint FrigatePBlueprint AIDefenseRangerBlueprint

3 Replies 7,424 Views

We are working to clean up some of the more exploitable issues that have come from having a planetary production wheal. 1 aspect of this is that Planetary projects, such as Economic stimulus, are now capped at 100% in 1.3. This can still be allot if you planet has some people and wealth improvements, but it will no longer reward players for only building factories.

4 Replies 11,492 Views

The Peace Keepers are supposed to be game changing, however they my be to aggressive at the moment. Especially if you get them earlyish in the game. I will look into "Toning them down" a bit. We will be doing a balance pass on most of the mega events in 1.2.1 as well as adding a few new ones. So let me know if they still feel to crazy after that comes out next week.

6 Replies 23,834 Views

So I was looking into some of the issues mentioned above, good stuff in general, and I have already been able to address a few issues. Mostly cost balancing of some techs. These changes will be in 1.2.1 next week some time. I did look into the ResearchCostDivisor from the AI Strategy defs, and in fact it does not reduce cost of techs for the ai, it is used as part of the weighting calculation when the AI is deciding what techs it wants, and how valuable they are. We have to have

16 Replies 29,095 Views

Sorry about that, it was set to Global, so it was effecting all colonies, this has been fixed and will be in 1.1

3 Replies 4,842 Views

Looking into this further, it turns out to be partially a bug, partially a balancing issue. In fact the penalty should not be a multiplier at all. (Morale is often problematic because it is a Flat, that is displayed as a %.) I have changed it to be a Flat -0.15, this means that if you have 40 planets, you will receive a flat -6. This can easily be countered by building 1 entertainment center. Not including other global approval bonus from techs and traits. I might have to

16 Replies 24,796 Views

Great feedback, I'm looking into it today, and we will have a better solution before release. Thanks for the suggestions.

16 Replies 24,796 Views