Elhoim

Elhoim

Joined Member # 2419835
4 Posts 22 Replies 556 Reputation

[quote]We got some good feedback saying that this sort of seemingly minor change just doesn’t feel very good. Let’s see what happens if we boost the level up bonus on this from 1% per level to 5%: Thoughts? [/quote] I think the result is better, but there's an inherent issue with % that you don't know exactly what they would do. Meaning at a glance I can't play in my head with how much benefit it would give me, and depends a lot on the input. So it might be

10 Replies 44,313 Views

[quote quoting="post"] I am about 24 hrs into Supernova, and I have started about 6-7 games (since we're all tinkering). I am seeing 2 strange things: 1) I am not getting options for additional candidates for techs, even at turn 84 and having progressed through a few dozen techs already. 2) I don't seem to be able to add leaders to factions. Is there an unlock in the tech or culture trees that I am missing? I thought this might just be s

6 Replies 7,469 Views

[quote] Now the question is, is the 50% reduction to research cost too generous?[/quote] I think it's fine, many times I even had some techs on the side being cheaper than the ones offered. I know they are probably "weaker" ones, but might even be more useful to my situation. Speaking of techs... Now that you changed the pick the tech system, I think something of a flaw appeared. Before you could pick only 4, with a reroll. It was limiting in some way, but also make the choice

5 Replies 20,986 Views

[quote who="Frogboy" reply="3" id="3887061"] Now, the question is, should we make the citizens smaller as you get more OR scroll them? [/quote] Depends if there are going to be any changes to this subsystem. They are already way too cramped at this point, with 3 different tooltip points (Character/Approval/Job). Making it smaller will only make it worse. To be honest, I always found it to be way too much micro with an interface that complicated things. This is what I

10 Replies 25,884 Views

Cool, is there a list of known bugs? Now, to be fair, I kinda liked this being something out of the direct player control. The system required excessive micro, and it was very cumbersome to pick the best job (as you couldn't see the stats at the same time of picking the job).

4 Replies 1,945 Views

In Supernova do the colonists start with a default job? Can you change it? It seems that I can't change to workers, but I can to farmers. Thanks and I hope you great success on the new launch.

4 Replies 1,945 Views

This is really good news! To keep it short, my main questions are these: - Will there be some changes on how the AI makes fleets? My main "annoyance" with the game is the AI sending small after small fleet, filling the game tiles with lots of units, with the combat becoming too much of a pope-a-mole instead of fleet-vs-fleet fights. - Will there be some tweaks on how colony upgrades work? Especially them being permanent. Many were quite situational, and many times I didn't pic

58 Replies 215,340 Views

[quote who="DCvsMarvel" reply="3" id="3849225"]There is an exploit here. (as long as you are happy to clear all the XP on the ship).. as you can basically always teleport your commander ships home by doing this and then putting them back in the same ship strait away. This will clear the ship xp and upgrades, but will port the ship back to base.[/quote] TBH, I think it's a good mechanic with a clear trade-off.

7 Replies 29,128 Views

A couple of things: - Different icon for resources you are currently extracting (is hard to find which you are not on a zoomed out view). - When selecting a pop spec (farmer/scientist/etc) show the appropriate stat value on the button (right now you have to go back and forth to the tooltip). - Allow minimizing events. Several times I didn't have the money for an option and really wanted to be able to access the market to sell some stuff.

31 Replies 120,652 Views

[quote who="Frogboy" reply="16" id="3838518"]I think we should name them ideology points and ideological awareness. I'm not sold on the concept of it being a two-step thing. Instead, perhaps there should simply be ideological points earned in different categories that automatically unlock stuff once you have enough.[/quote] Yeah, I think that would be best, especially since it would "balance" the early tiers that give small bonuses since it w

24 Replies 21,399 Views

Hi! I'm really enjoying the game, and I'm extremely glad to see the shift to "less but more involved/important" planets/cities. It's something that I've been wishing for the genre to do for many years. So big kudos for that! Alright, here are some notes and feedback from about 40 hours of playing 0.77a/b: - There's no way to see the Deceptive/Persuasive/Intimidating stats. - Asteriods don't have decay, so it's always better to send them to core worlds

48 Replies 110,902 Views

Yes, it's currently a bit easy to "farm" ideology awareness points so you can mostly unlock most trees, but then you get very little culture points. Perhaps the two could be related? Like you gain culture points every X awareness points? Plus maybe increase the awareness for the higher levels.

24 Replies 21,399 Views

[quote quoting="post"] Man I miss the planet stats table for your own civilization so I can decide what planets should do what. The tables and II and III were so useful. [/quote] There's one on the top right corner, it's a bit buggy as sometimes it wraps the info. But yeah, it would be great to have one more detailed, especially breaking down things like "base stats" and the final ones after the modifiers.

5 Replies 9,996 Views

[quote who="DerekPaxton" reply="8" id="3837388"] Thats really good feedback, I'll play with the abundant values for hostile entities. [/quote] <p class="zw-paragraph" style="margin: 0px 0px 0pt; line-height: 1.2;" data-textformat="{"type":"text"}" data-margin-bottom="0pt"

15 Replies 6,783 Views