Observations about 1z

1) Playing in a gigantic galaxy, with one opponent, ships on autopilot still get hung and do not move. As a side observation relating to this, before I ended the game the only ship that I had that was not in orbit was my survey ship. When I would set my SS to move on autopilot it would not move at all on the turn that I had set autopilot, but the second and subsequent it would.

2) Govenors project list still does not allow you to scroll if you have more than 19 items in the list. The arrows show up, but do nothing.

3) In previous versions the improvment list on the planet screen was sorted by functionalty, the new list is sorted alphabetically. Toggle? Color code?

4) Moral. In the earlier betas, it was possible, once you have researched the apropriate techs, and built the apropriate buildings, namely Terraforming and the Harmony Generator, you could keep a planet at 80% or better. Now, in 1z, even with all the improvments and a tax rate of 15% or so, as the game evolves it is impossible to keep moral above 50%, usually MUCH lower.

5) On the domestic policy screen the sliders for tax and spending seem to lack accuracy. You don't really notice it until mid-game or so, but as you move the slider back and forth the numbers they relate to do not track evently. For example, as I move the tax slider to the right the ammount of tax generated goes up, but when I move it back to the left the value does not go down the same ammount it went up.

6) When lauching colony ships or transports I would like to be able to specify the number of individuals loaded on the boat.

6a) When trading for one of the AI's colony ships, you receive the ship fully loaded. So the AI not only gave me the ship, but sold their own people with it? :)

142 views 4 replies
Reply #1 Top
1) ::sigh:: I'll take a look at it, but it had been working correctly for me, including with that saved game that you'd sent me.

2) We'll check this...someone else reported it,but we were sure that we'd fixed this...

3) Actually, I think that before it was just sorted by the order it scanned in the definitions...

4) We know. :( We have to tweak the social projects that affect morale again. They were too powerful before, but they're too wimpy now.

5) I think that's caused by morale...I think that it instantly takes into account that your people's morale will be higher (so they'll be more productive) if the taxes are lower.

6) Umm....you don't get the troop loading screen in the lower right hand corner of the screen with the slider?

6a) Yeah. But if you trade them a transport it does the same for you.
Reply #2 Top
Cari,

On item 5, this has been a problem since the OS/2 beta. It seems the tax rate and spending rate values when displayed are only an estimate (when it accually turned out that Brad had been unable to figure out how to make it accurate).

However, I think there may be a way to fix this because when I have the domestic policy economics screen displayed at the end of a turn (autoturn OFF) and press the domestic policy button a couple of times the values adjust. Then when I press the turn button my treasury changes exactly as I expect (except for the bug where the espionage and destabilisation amounts are not being accounted for).

Note that this happens on the larger galaxies later in the game when you have a lot of planets, improvements, and ships.

Cheers,
Jack
Reply #3 Top
1) it hates me. :)

3) they seemed to be somewhat grouped by what they did which was nice.

5) When you're in mid-game, slide the marker in one direction, one notch at a time, and watch the numbers. When you slide it back the other direction the pattern of numbers is not the same. If your tax rate is at 30%, and you're generating 1200 bc, when you move it up to 35% you'll make 1500, when you slide it back to 30%, you may be at 1250 or 1150. It's kinda strange to watch. I belive that it happens regardless of the number of planets you have, but with fewer planets/income you don't really notice it much.

6) I get the slider, but what I'm talking about is the ability to put a SPECIFIC number of colonists/troops on the ship, not some percentage of the planets population.


6a) Dunno, I just find it kind of odd that populations would go with the ships. Though, it's a nice way to cripple an AI for a while. :)
Reply #4 Top
'5) When you're in mid-game, slide the marker in one direction, one notch at a time, and watch the numbers. When you slide it back the other direction the pattern of numbers is not the same.'

Take the number displayed there as really being a (somewhat bad) estimate. It automatically recalculates morale going one way but fails to do so in the other direction.

If you change tabs or close and reopen the screen, the correct numbers will display.