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Initial thoughts on Beta 3Z (a bit long)

Initial thoughts on Beta 3Z (a bit long)

I'm going to break this into two sections. The first section will be primarily bugs the second will be observations on game play.

Section 1 - Bugs
1. The AI races still aren't using the same tech tree as the player. The AI seems to be able to bypass the "Theory" techs at the start.

2. The Fog of War problem is still around. Whenever my range increases, due to colonizing or trading for a planet the FOW doesn't refresh properly. Ships still vanish beneath the FOW. A Ctrl-R fixes the problem.

3. On the Precursor Tech event - when finding the Corvette ship type...the word Corvette is misspelled as Corevette.

4. On the Yearly Report pop-up: At the bottom, where it summarizes your population growth: "Regardless of the causes, we have X.Y more people than we had before paying taxes." This would be better stated as "Regardless of the cause, we have X.Y more people paying taxes than this time last year."

5. If a research anomoly puts you past the completion point for the current tech there is no pop-up that notifies you of the completion. The game silently starts to research the first tech on the list.

6. At one point all planetary "Construction Complete" messages stopped showing up in an end-of-turn pop-up. The summary window in the lower right did still update.
Saving and reloading the game got things working correctly.

7. There is a "string not found" error on the planetary election pop-up. It showed up only once, when my party lost the election for the second time. All subsequent elections worked just fine. The "string not found" bit showed up just above where the summary of what losing the election translated to in game terms: -X to Y etc...

8. Morphing technology states that it improves combat ability but all the particulars regarding what it improves or what techs Morphing is a precursor for are missing from the technology display window.

9. Overlord technology - The descriptive text visible after researching the tech still refers to "Overlord" class ships as "Excalibur" class.

10. Terror Stars appear to have some work yet needed. Upon completion the graphic changed and it gained a movement of 2 but attack was 0 and defense was minimal.


Section 2 - Observations
a) The end of turn summary screens are very handy.

b) The new random events are interesting, especially the Precursor techs.

c) Beta 3Z is, so far, very stable. I had no crashes to the desktop.

d) The ship pathfinding problems seem to have been solved. Yeah!

e) We _really_ need some mechanism to assist in keeping track of where interesting planets and resources are in the galaxy.

f) I'm unable to tell whether the morale boosting resource is actually doing anything. Is it a civilization wide boost or only on planets in the sector, or something else?

g) Turn processing speed is much improved but there are still times when it's hard to tell whether the game is still processing something.

All in all this is a very solid piece of work. Thanks to all at Stardock who put 3Z together.
682 views 33 replies
Reply #26 Top
DaveO and Lucky Jack

I to love haggling - which is why i have commented on the current system which doesn't allow you to haggle. Sorry if your commehts are not in resposne to my post but I have looked for other haggle connections in the thread and can't fine one.

What it appears to do at the moment any Stardocker's around tell me if I am wrong) is establish a price right at the start, before you place your bid. All you do then is poke around with the numers blindly until you hit the minimum price and bingo!. Where's the haggling in that? Why dont they just put the price out on the screen and save us time?

Real haggling is where the acquisition price is talked up or down dependant on the interaction between the parties - teh outcome is not fixed at the start, both parties (particularly the seller) however have a target in mind which is modified by the subsequent interactions. Buying is a real skill - that's why there is a professional institute (CIP's) for it in the UK.

Anything can happen, but for example -

If you bid too high the seller thinks 'hello' this guy is willing to pay high, i may come down a bit but i intend to get twice what I actually want - fantastic!

or..

If you bid too low the seller says either-
a) "crumbs, I may have to accept less, than I want, but I will try and talk him up a bit". OR
b) "What a cheek!" I am going to stuff him now on price the cad, or in fact I am not going to sell at all now!.

The algorythm designers could have some fun with this!

Steevo ace Buyer
;)
Reply #27 Top
Some extra points,

- weapon anomaly improvements say +2 but only give +1. I prefer +1 but the text needs to be changed.

- I've had a military resource which I had a starbase built upon vanish. Not quite sure how. Is there an event which causes this that I missed the message for?

- Less pirates per attack, but perhaps with upgraded ships / higher level would be better.

- trading of starbases would be nice!!!

- ability to demand removal of starbase (or cultural / military upgrades) would also be nice!!!

- pre-cursor ship random event seems a bit common! I've had 6 ranger ships appear in my small galaxy during a single game as well as some frigates.

Paul.
Reply #28 Top
Another bug:

- The cease-fire event does not restore trade routes to functional. Arceans declared war (pitiful military) on one turn, next turn UP meets and proposes cease-fire which passes. Later that same turn a random event pushes me into a war with the Altarians (insulted a diplomat). End result: no wars, and 2 defunct trade routes >:( .
Reply #29 Top
Starbase problems:

1) Phase II factory can be built without the Phase I factory.

2) The Trade Center appears to be not buildable. After building the Advanced Trading Post, the Trade Center appears on the list of buildable modules as already built. Looking at the list of built starbase modules only shows the +45% from the Trading Post and the Advanded Trading Post.
Reply #30 Top
More observations and questions:

1) Is it intentional that enemy capitals are retained after capturing the planet that they were built upon?

2) I like the cap on the number of people in a transport. The fine tuning of the number of people on a transport/colony ship could use some help. Going from either 250 million or 0 million to 100 million (for colony ships) is very tedious when each click of the arrows only moves the population by 1 million.

3) In small and tiny galaxies with few habitable planets it is very difficult to become either good or evil before the game is effectively over as the morality affecting events do not appear often enough (or do not change morality enough).
Reply #31 Top
More bugs:

1) The Torians had just been destroyed on my turn. After hitting the turn button, their empire suffered a revolution and split in two (how did that happen... they were dead?)

2) Ships that come out of auto-pilot do not return control to the player. I had several ships that I was moving via auto-pilot. After finishing the move of a ship by pressing guard, the next ship would move. To get control of that ship, I needed to press the Find button. This should be done automatically.
Reply #32 Top
more points

- speed. The change of many techs from +% to +movement needs tobe corrected in the text. This also needs to be considered against the starting +speed setting. Placing too many points on speed can now really give huge speeds.

- influence bug. This needs to be located quickly. It's a big problem and ruins a game. Will continue trying to isolate.

paul
Reply #33 Top
'That's right. Setting any amount of espionage against the Alexians sets it against one of the major race AI's, not the Alexians. If these guy's are gonna be able to research tech a mile a minute, at LEAST I ought to be able to peek!'

The Espionage and Destabilization sliders are disabled entirely for minor races.

When you open the Foreign Polocy screen with the Minor Races tab active, the Major race that's listed first in the Relations tab is selected instead of the first Minor race.