It will be interesting to see to what degree the diminishing returns of production make this true. I really like having specialized planets. I think the diversity is more interesting then a bunch of generalized planets and there are real strategic elements, especially for influence and trade planets. Up until this beta, the solution for general planets was to build population. While diminishing returns will make this somewhat less viable, my guess is that building large pop planets and taking
peregrine23
[quote who="Folgra1" reply="14" id="3511163"] No joke, thought you were a marine. [/quote] If DARCA is a marine I fear for our country's safety [e digicons]:grin:[/e] .
I have played about 150 turns with the Yor and here are some very early impressions from .60 1) Many tool-tip boxes are too small for their text with no scroll. This is a little thing, but becomes surprisingly annoying because it comes up so often. 2) Event videos for "First ____" were all very choppy. 3) Experienced noticeable lag when doing even simple tasks in the ship designer. 4) In govern planet window, the word "Manufacturing" overlaps the % text. <
The 'core' and 'user' are sorters, not filters. While the 'user' button doesn't hide the computer-designed ships, it does put all the user ships at the top.
While I actually enjoy that the expansion phase is sort of a race to find and settle as many planets as possible, there are plans for pirates that should be able to prey on vulnerable colony ships and over-eager scouts.
hmm. . .I had everything in my game set to uncommon and got a nice distribution.
I'm all about the bass. No treble.
The problem might be this: the formula for assembly is essentially this: manufacturing/10 (rounded up) * .2. If your manufacturing is set to 0 you get 0 population growth. as long as you have even 1% manufacturing though, you should get .2/turn.
[quote who="androshalforc" reply="1" id="3511034"] there are a couple more bugs here as well 2) any other planet colonized by the yor shows a "food" value of 10 it should be 20 (AFAIK) 3) this food value is affected by food % bonus's from the planet which it shouldnt 4) this food value does not increase when you research population techs the population seems to work correctly (ive only had about an hour to play) however it just seems to be
Are starship captains still planned? If so, will we see them before release?
There is range and rate of fire, I'm not sure that accuracy is a stat being used for battle calculations.
On the topic of UP behaviors, it would be nice if for votes where you are voting for a faction, instead of just taking the faction with the most votes, if no faction gets a majority there is a run-off between the top two vote-getters.
It might be interesting if there were two categories of resolution: ones that take a simple majority and ones that take a 2/3 or even 3/4 majority. This would allow major game-altering resolutions like the EPA while making them less common.
I have found fleets of small ships to often be more effective that larger ones. As of now, I think ships can only target one ship/round which means larger ships waste a lot of firepower against fleets of smaller ships. The trade off is that you need to replace small ships often, but considering that hull repair rates are vary slow at this point, I think small hulls are the way to go. The main advantage I find on larger ships is increased range and speed, but that might change once you can thr
BE has its issues, but it has a lot of good points as well. To return to the intent of the original post, I think it there are some things that it is particularly useful to learn from it. Problem: The end game is pretty awful. Specifically, I build the Mind Flower or whatever the Harmony end-game building is which take twenty-something turns, and then I am told it will be 39 turns until I win. The AI does not proceed to get any more aggressive, and my military is too
Pretty sure this is working as intended. It is balanced against turning your slider all the way to economics. Your manufacturing is divided by 4, so only after you surpass 300% manufacturing bonus will you break even. After that you come out ahead of simply moving your slider over, but you will still be massively behind what your planet would be producing if you replaced your manufacturing buildings with economic buildings, as after 300% your manufacturing buildings essentially become economi
IN GCII these would convert to other civs or pirates. I think they have similar plans for this game, but haven't implemented it yet.
[quote]"Advanced farms will enable us to grow more food than ever before, even on the strange alien worlds Altarians now so often find themselves [on]." [/quote] I think a slightly less awkward suggestion would be: "Advanced farms will enable us to grow more food than ever before, even on the strange alien worlds [where] Altarians now so often find themselves."
After reading this thread 2 things occur to me: 1) Frankenfurter, you are taking general comments about the Steam forums much too personally. I've looked over your posts, and while I disagree with much of what you say and do think there is some misrepresentation in some of your posts, you are not the kind of person that people were complaining about before you started posting in this thread. The Steam forums can be a truly toxic and ignorant place, especially for games in early ac
I agree with both points, but am a particular fan of the second. I really think the designers should go all-in on the idea of the under-dogs facing off against the evil empire. I think there are more interesting ways to do this then building your own empire. I like the idea of only one city, but instead of founding other towns, maybe expand the options on outposts so they are less spam-able, but more interesting and powerful. This game feels to me like it has some great ideas, but is still a
I have really enjoyed this game so far and think it is doing some unique and interesting things. The best thing about it for me, and the thing that sets it apart from other 4xs, is the feeling of a small group of underdogs against an overwhelming evil force. This, I expect, will only be reinforced when the “gather your allies” aspect is included. This is especially powerful in the medieval fantasy genre as it is the central narrative around which most of the genre focuses. I think
Despite building Citidel I cannot train Paladins.
Some additional notes: Warg Riders' Unholy Howl appears to do nothing. Warg Riders' Battle Cry uses a Sovereign Spell use. I unlocked the heal ability on Keplin the Mage, but it is always crossed out, no matter how much mana I have.
So far I've really enjoyed the beta. I have some big-picture ideas that will go in other posts, but here are some specific notes I made as I played: Typo in Keplin the Mage quest. The quest writing is amazing, especially “Hop Carefully.” When does auto combat happen and why? It would be helpful if we could have a screen that shows where logistics ar