Probably something they may look at in a final polish pass if they have time before release.
Spark026
Currently, no it's not a bug. However, my understanding is that a lot more "prototype" weapons(for sure) and maybe armors will be added to the game before release. This should make resources very valuable at that point. I look forward to this change the most.
[img]http://i.imgur.com/d9DlRnM.jpg[/img] This is 1 bouy ship on Turn 50. Large Hull - Sensor Array(13) 130/130 Sensor Range: 56.7 Four to five of these will reveal the entire center section of an Excessive Spiral Galaxy. About 16 of them would reveal every star in the galaxy. Turn 50 ship. ---- On Turn 56(finish Hull Capacity Focus, and if Sensor Miniaturization worked in 0.82), you could build a ship with 78.8 sensor range. So a 35% incr
Just a slight clarification. I'm not against the use of sensor ships in theory. I just think the range on sensors is far too strong. Starbases and Planets obviously need a sensor range buff(upgrades/buildings) that can extended their range much further with proper investment. Ship sensors shouldn't really be able to see further than a fully upgraded starbase/planet. The problem we then run into is the economy of sensors on ships vs starbases/planets. The investment nee
Ship Designer: No Horizontal Attached Component Scroll Bar Well, there is no scroll bar for the attached components list in the Ship Designer. The parts that show up horizontal across the bottom of the screen, once you attach them. ---- For Ex. if you're adding components to a Huge Ship(after about 16 components are added), the horizontal bar runs out of space, and you can no longer edit any of the components you attach from then on except
I can't get past the fact that 4 sensor ships completely reveals an entire quadrant of an excessive galaxy. That's just illogical. If they're going to stay as they are now, then we should just hit ~fowtrans around Turn 50 because the end result is the same[~fowtrans removes all fog of war from the map]. The game then has no mystery, and much less challenge. You always know what's coming, and what to build far in advance to counter it. ----- It&#
Sensors should be limited to like 3. Perhaps, with Large ships able to carry 4, and Huge ships able to carry 5. Even just 3 sensors can light up a reasonably large area. Sensor ships are so much more powerful at covering vast distances than starbases, it's a total joke. Personally, I think Starbases should have the ability to see much further than anything other than a HUGE ship. It creates great interplay, with wars being fought over starbas
You'll be happy to hear that tech and many others are being fixed in Patch 5.3. And I think they know about the UI bug. Probably just waiting till they do that final UI pass that'll add the currently grayed out features.
My biggest problem with the setting terminology is it's not relative. If Habitable Planets are set "Rare", and Extreme planets are set to "Abundant", then you end up with like a 1:1 ratio between the two. To the poster that liked "Uncommon" in 5.1, then you should feel right at home on "Rare" on 5.2 for Habitable planets. ---- Resources Spread Concerns First, I don't really have a problem with the resource distribution being uneven, but it h
Accidental reply.
The AI is not fully implemented yet, so if you know what you are doing, none of the difficulty settings should provide any challenge. Perhaps the smaller maps present a good challenge because the smaller the map the less ability the human players has to overcome with micro strategy. Upon release, I'd expect this: Every level below Normal - For the younger audience(12 and below) Normal and One level above Normal - Pretty even for your casual audience O
I don't have an exact bug for the battle viewer. I just noticed that what's happening in the battle viewer has nothing to do with what's actually happening in the battle log. For ex., I've never seen a missile actually hit in the viewer, but according to the log they almost always hit.
The the Tight Cluster map is a bit too lopsided most of the time. This is very much personal preference, but I did a lot of testing on the maps, and these were my conclusions: Tiny-Small: Use Random. Medium to Immense: Loose Clusters looks the best. Abundant Stars. Excessive-Insane: Spiral. Abundant Stars. At the largest sizes the spiral looks amazing, not so on the smaller maps. Personal Favorite: Excessive. Spiral. Stars -Abundant
They're patching things in quickly so I'm willing to give them the benefit of the doubt, though May does seem really soon I admit. Here's what I think has to be in at release: 1) Tech Tree: All of it. Pretty obvious many of the lines are closed, and many of the techs don't actually do what they say. Patch 5.3 will be a great step forward, however. The Prototype system needs to be fully implemented, and shown on the tech tree. Having a reason to fight for
Try Quick Start. Also 2500 is correct. Normal is 1000 now.
I think they do care, but it's not game-breaking in any way, and there's a lot of other things that are right now. I still think it's likely they'll re-visit it if they have time before release, inferring from the dev stream. They know it's a problem.
I think you may just be dealing with what I call the "New Game" bug. If you start a game using the "New Game" tab from the main menu it will use a specific map. Every game you start using the "New Game" tab will be on that exact map, likely with similar starting positions even if you change some of the settings. Current Work Around: Go to "New Game" tab and input the settings you would like to play on. Start the game. Exit to main menu. Hit "Quick Start" -----<
[quote who="Ex Mudder" reply="4" id="3537675"] Quoting Derek Paxton, reply 2 Yeah, we have talked about the pros and cons of armor both ways. On the one hand its cleaner to have the clear design of Armor is for Kinetics, Shields are for Lasers, etc. It's easier to understand for new players and its a cleaner strategic
I could have missed it, but any word on if/when the "Race Traits" will be put back to normal? Hard to evaluate the AI when some races(aka Drengin) have so many positive race traits. ----- Otherwise, tech changes look great. Feedback: I liked Armor giving just a little bit of beam and missile defense. Having some armor on every ship just adds a bit of realism, and that gave us a reason to put some armor on everything.
I don't want to speak for the developers intentions, but these are my thoughts: The stock[M-1, M-2, etc.] ships are not meant to be made obsolete as they update themselves to the best M version available[and should be deleting the previous M version from the list]. You can't delete the most recent M version, as things like Ideology achievements are tied to your latest M version. Now for player designed ships, an obsolete option makes sense. It will
Yes, the impact of adjacency bonus is much larger for Influence, Approval, and Food. They all work off a +1 scale, rather than the plus 0.05[aka 5%] like Manufacturing and Science. BUG: Iridium Corporation don't receive Influence adjacency bonuses for any of their Influence buildings. Meaning they wouldn't even have the option to fight because their buildings are bugged. Also some Influence bonuses apply to the entire amount. For ex.:
The Prototype weapons didn't make it into the patch, correct? They aren't showing up on the tech tree at least.
The economy is completely out of whack. Credits only purpose is to cover maintenance cost, so that your treasury stays just above zero. Other than that, you should be somewhere between 100% Manufacturing or Science at all times. And probably at 100% on one or the other of those. Under almost no circumstances would you pay for upgrades. If you even have those kind of credits on hand, you're operating at terrible efficiency. 15:1 is an absolute joke...I h
Sorry to sidetrack, but since you mentioned Hyperion buildings, how/if/do they work? I've built the one that's suppose to increase ship range, and it does nothing. Do the others work? Just that planets shipyard, or on all shipyards? Wouldn't it have to affect all or the designer wouldn't let you make use of some of the bonuses...? Really confused on how military buildings work...
Just wanted to say a tested this as the Iridium Corporation today, and it doesn't work for them either. My guess is that even if you were to reduce it to 2.5 pop, Prolific species would still bug out as that would still equal 5, plus min colony ship pop of 0.5, for a total of 5.5.[2.5 + 2.5 + 0.5 = 5.5 pop colony ship] So 2.2 billion is the highest the ideology trait could grant and still potentially work for all factions(if that's even why it's broken).[2.2 + 2.2