They moved it because it was so common to want to bounce back and forth between a world and its shipyard. I much prefer this this way.
Jeff Yutzler
[quote who="tid242" reply="5" id="3845234"] One comment on this, now that it's been on the back of my mind for a bit. The % bonuses do not compound, I'm pretty sure. [/quote] No, they don't compound. Percentages are summed and multiplied by the base. The problem is that if you have a bad starting position, you're completely boned. In my current game, I'm the Manti and I share a sector with the Mimot. How many planets did I end up with in my sector? 4. There's just n
[quote who="SchismNavigator" reply="4" id="3844768"] Is this still happening in 0.90? [/quote] Sorry, no idea. I started a new game with "higher" minor races and "lower" hostiles. However, there are hostiles all over the place and I haven't seen a single minor race yet. Save file here . Also in this save file, note that the Festron fleet is impersonating a space mo
[quote who="Aldereon" reply="2" id="3845098"] the treasure exploration option... in some matches the ship is lost in the same place thousands of times [/quote] Yep, treasure hunts and research projects are untenable if you have any hostiles in your sector. There is no way to keep them safe. And if you don't have a strong command ship, those hostiles are going to be there quite a long time.
Has anyone played a game to completion with something other than a domination strategy? We're at 0.9 now and it still appears that the only viable strategy is building a doomstack and running amok from there. If you have found another viable path, please share your game settings. I guess there was that one poster who wired the game settings so that the game was essentially sandbox mode.
Or they could simply publish how combat works instead of making it a mystery mechanic. The idea that we should have to reverse-engineer how combat works is ludicrous.
[quote who="LordTheRon" reply="4" id="3844729"] Yeah, I agree. Extra advantage from missiles is that you can also fire missiles from a 3 or 5 hex distance without engaging into battle. So they work great for softening up enemy fleets too. [/quote] I have found this to be fool's gold. The damage from ranged attacks is not all that much and you're better off just attacking and getting off the first shot.
My understanding (which could be wrong because, after all, this is a mystery mechanic) is that kinetic weapons are more effective against planets, bases, and nests and worse everywhere else. What's more confusing is that shields work against any type, not just the type that matches their color. I wouldn't read too much into any of this because I suspect it is all going to be rebalanced before release.
This problem is system wide. There are often disconnects between the text and the awards when it comes to minor race quests. See this example . I think it is a mistake to rely on us beta testers to catch these problems. You need a more robust way to make sure these things are in sync or we'll be playing whack-a-mole for months.
[quote who="KarlEngler" reply="52" id="3844028"] Slarjy - I think what you’re asking for a ready exists [/quote] OK I'll take your word for it. I haven't seen it myself yet. I've gotten multiple artifacts of other types but maybe the issue is that the AI is stealing all of the defended artifacts before I can get to them.
[quote who="aerez4546" reply="9" id="3844098"] The single most groundbreaking change to be made to any game in the history of computer gaming... EVER ! [/quote] Not nearly as big as fixing the blocking modals for events would be. AFAIAC, the game is not finished until this is fixed. I simply cannot endorse a game that forces you to keep a separate ledger of your empire so that you can intelligently answer questions that prop up at random times throughout the game. This wa
[quote who="Litjan" reply="10" id="3844370"] A modifier could be an increase in upkeep for ships NOT in orbit around a friendly planet/shipyard or maybe outside friendly or open-bordered territory (fleet in harms way). [/quote] Interesting! I like this. Maybe 0 if garrisoned and double outside friendly territory?
[quote who="Litjan" reply="3" id="3844303"] With all the improvements to keep my citizens happy I can run the tax rate on the lowest level no problem - I think there should be a bit more challenge here. [/quote] Yeah entertainment complexes (or whatever GC4 calls them) are overpowered and need to be rebalanced. I don't have any good ideas on what the mechanic should be yet.
[quote who="tid242" reply="5" id="3844307"] fml, I didn't even know you could run routes to colonies - it seems like "core worlds only" trade would make sense.. [/quote] Me neither. Mystery mechanics are bad. Also I wonder why the AI doesn't build more freighters, especially with declared friends. If the AI had run a freighter to a colony, I might have noticed. I haven't seen trade routes worth 10 CPT but even 6 or 8 is massive especially when you get 4, 6, or
[quote who="tid242" reply="4" id="3844306"] Actually... on second thought. I guess I just don't "feel" excited about what citizens are assigned to, but their bonuses are actually pretty decent. I would imagine that if you build pop-cap boosters, it can get pretty sick.. [/quote] Mineral input of 17 (not counting improvements) is massive and proof for my point. I think I've seen entire (tiny) sectors without that much. <div cl
Since no one commented last time, I'm going to add a few more things and bump the post. 6. OBSERVATION : Citizens and improvements (and asteroids) barely matter relative to colony worlds. Seriously you build up a huge population of scientists and 15 science districts and the world won't come close to one where you managed to snag all the nearby colonies. I think there should be more of a benefit to building up your core worlds. I think a citizen should add a full +1 to
Degrees of freedom are the bane of 4X AI developers. It is probably possible to program such a thing, but making it performant on the intended hardware is much harder. This is one of the reasons why I've been imploring the developers to simplify the decision-making process. It's bad for player (micromanagement) and bad for the AI (too many decision points). Striking that balance of features vs. actually being a strategy game is really difficult.
IDEA : An artifact that allows you to take control of a space monster nest and all of its creatures. Maybe put it behind a defended artifact?
Well sure and I didn't send my citizens to desert tiles in Civ. Certain things are kind of obvious. My point is more that you're not going to snowball because you're really good at selecting colony worlds.
[quote who="DerekPaxton" reply="35" id="3843833"] Let's talk about civilization differentiation for a moment. [/quote] I'm not asking for a perfectly balanced game, particularly at release. I can do the math. I know it is impossible. I just want the races to be different enough that they more or less favor different strategies and victory types. They all play differently but those differences don't change the underlying strategy.
Just take out their shipyards and they are dead in the water.
Here's another. "Missing Info" This was after the fabricated scandal event. I chose to throw my leader under the bus. Beta 0.81.
Here's another. The missile volley says 5 range but the real range is 3. Beta 0.81.
Description: I did the minor race quest for Gloumia (building a Crucible Lab which I did on Arnor) then chose +3 credits per turn as tribute Expected Behavior: +3 CPT Actual Behavior: none Beta 0.81 save file