Craig Fraser Craig Fraser

Please Test

Please Test

Hey Guys,

Could you please make a point of researching and testing the follow ships in your next game:
Hoshiko Robotics Cruiser and Cielo Command Cruiser

We are also interested in your feedback on the selection based empire window.  You can turn this on in options > User Interface
If you can, it would helpful to use this for a full game and let us know what you think.

Thanks

45,708 views 38 replies
Reply #26 Top
You have asked that we test theses items but unfortunately it takes alot of research to do so. Maybe if in a patch you make those ships available at lesser cost more people might try them out. Also adjust AI
Reply #27 Top
In the next game you play, just save it when you are near that level of research so you can come back to it.
Reply #28 Top

If you put your important planets in a hotkey group, you can select them easily and thus have them show up in the tree


Aaah, never thought about trying that... Thanks for the tip.
Reply #29 Top
Just a thought on this autocasting;

IMO not being able to cast them manually at all would be the most consistent with "grand general" idea. Choosing them is more than enough, the rest should be left to the AI to make mistakes and for the general to swear about it.

/hides from the micromanagement freaks/
Reply #30 Top
the rest should be left to the AI to make mistakes and for the general to swear about it.


Ah, the epitome of modern game play. Having an incapable AI doing an officers work.

What a... nice... idea.

Reply #31 Top
I think they hoshiko should have it's repair ability tweaked. Instead of shooting little robots at things to heal them, it has a small cloud of the tiny microbots around it. The cloud heals anything in the radius of the hoshiko by an amount proportional to the number of ships in range. Getting healed also slowly decreases the strength of the cloud. Hoshikos would slowly regenerate this cloud of micro-bots over time. So effectively, it could heal multiple ships, wouldn't rely on antimatter as such, but would still lose effectiveness over time as the cloud strength decreases. It also means that you wouldn't need to worry too much about microing, seeing as the ships are going to get healed anyways regardless.
Reply #32 Top
I like that!
Reply #33 Top
Well, another solution to the charging into the front lines and getting blasted to bits is to make their repair drones behave sort of like fighters. That is, the cruiser could sit at the entrance of the grav well and launch its drones, they would then travel to the ship that needs repairing without needing the Hoshiko close by. They could have a really fast flight speed so it doesn't take more than a few seconds to get to the ship initially, and after that they can just hang out in the general area, or follow their previous target until they need to repair something else.

Since the drones wouldn't be counted as a controllable unit, this would all be pretty much as transparent as it is now. You could have a visual representation of drones buzzing around a ship while it's being repaired, but beyond that you don't need to worry about anything else.

Obviously this doesn't solve the auto-targeting issue..
Reply #34 Top

Thanks for the great feedback on the Cruisers!

Ok, who did their homework with the Selection-based empire tree?  If you played a full game with this on, we could really use your feeback    Thanks...

Reply #35 Top
I played with it on, but never really used it much. I was too busy trying to save your rear, or beat it, depending on the game

Reply #36 Top
Ive been using it and overall its nice. It has my side bar but generally only the important planets/things.

Didnt notice any glitches. Its not something I would deem all that important to game play, but it is a nice thing done well.
Reply #37 Top
I've played a short game only with it on, where nobody had more than 2 planets (Pandemonium is a really weird map ), so I can't really fully comment on its usefulness. I'll launch a big map against AIs tonight after work, since the AI seems to be doing quite a bit better and that'd give me more chances to play around with the cruisers and the new selection based empire tree
Reply #38 Top
Hookay, after toying around some with the selection based empire tree...

In a few words: I find it better/more useful/easier than the default.

In more words:

The thing I didn't like most about the default empire tree is that *everything* was in it and on larger maps it was always easier to just say screw it and find what you needed in the main view than bother with the tree. The only time I really used it was in combat to pick targets, or when I needed to pick out some select ships from my fleet. I never used it to do planetary selection/production/what have you, it was just slow that way.

Selection based empire tree is a lot easier to navigate, mostly because it only has things you want in it and not a ton of crap you don't care about Now you don't have to scroll through every planet listed to find one you need, you can just create a control group with the few planets you need. Clicking on a planet automatically expands the tree for it and shows you all the structures/ships which makes it very handy for people who don't have time or don't want to zoom in on a battle, it's easy to control after just one click.

All in all, as I've mentioned, I think the selection based tree is a lot less cluttery than the default and makes it easier to get to the things you need quickly, which is a big plus.

For some other comments, I noticed that if you click on a star, it'll expand all the planets but it won't give you a way to shrink it again without de-selecting the star. It's not really a big deal. Unfortunately I forgot to try it with a star in a control group, but I assume you can shrink those normally, star or not, so that sort of solves that.

The other thing is that to get things up on that tree permanently you do need to put them in a control group. Normally this is fine since you can put the necessary planets into one group and it won't be much worse than having each one individually. But with only a limited number of control groups to share between planets and fleets, on large maps you could run out of groups to assign. For example, for each fleet I have two groups, my main assault force and a second group with Krosovs/colony ships to jump in after the defenses are down or softened enough. On a medium-large map I can control 3 fleets fairly easily, that brings me to 6 groups leaving only 4 (at least I don't think it's possible to have more than 10, foot in mouth if it is) for other things. That's still doable since I don't often have 4 'main' planets I need to keep track of, but on large maps with multiple solar systems you could easily run out of room and the tree would start getting cluttered again because you might have to start stuffing quite a few planets into one group, not to mention run more fleets. And then there's hotkeying enemy planets you want to keep eyes on, etc..

I also remember someone posted that they actually have several groups within a fleet to split it when necessary or combine into one. That all takes up precious numbers

If there was a way to get planets up on tree without needing a control group for it (but groups could still be used if you want several planets and the ability to shrink that branch of the tree), I think that would be pretty beneficial overall. The easiest way I can think of doing this is something like ctrl+click on planet throws it onto the tree permanently, while ctrl+clicking a planet/star while it's on the tree would remove it. Pretty simple but effective, without needing to worry about control groups. The added bonus of that is that the planet icon itself will show up on the tree, as right now you just get the group number icon and have to expand it to see the 'contents'.

Hopefully I've made some sense, it's getting late. But that's really the only suggestion to it that I can think of. Everything else is pretty intuitive and does exactly what it needs to