MabusAltarn

MabusAltarn

Joined Member # 2490498
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[quote who="MarvinKosh" reply="789" id="3511990"] Solution 1: Make all government techs untradeble. Personally I don't like this one. [/quote] Neither do I. [quote who="OShee" reply="788" id="3511950"] Solution 2: Give them a starting penalty but bring back Diplomacy and Influence bonuses to the techs and lower the cost to normal values. [/quote] I like this one. Gives the techs a bit of extra purpose and the Yor start off with a few more

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Silas. Thanks for the incredible in depth review. Not much to add other than that is sounds very positive overall. A few civs didn't get off the ground but that is to be expected and well inside the norm. The one thing that troubles me is the Altarian's lack of research progression. Then again, they have +35 research so they can do very well with just basic labs. [quote who="SilasOfBorg" reply="786" id="3511902"] BUG: The Drath "Hatchling M

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[quote who="OShee" reply="782" id="3511527"] I'm working on updated spreadsheet. Other then that - Drath have access to both Drathian Temple and Minor Hatchling Mount, both have same price, same maintenance and same 15 morale bonus. Hatchling Mount further down in the tech tree is not improving on Minor Hatchling Mount or Drathian Temple, all of them having 15 morale bonus. [/quote] Thanks I'll look into that.

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[quote who="SilasOfBorg" reply="779" id="3511505"] Speaking of looking at the AI, how do you guys tell what the AI has researched (other than by what improvements they've built)? I don't think I've ever run across a way to do that. [/quote] Hit CTRL-U Hit CTRL-SHIFT-Z and click on an enemy planet. You've taken over the other civ and see everything they've done.

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CU V5 - Beta 1C. Link: https://www.dropbox.com/s/p46tgl80yypeyk1/Community%20Update%20V5%20-%20Beta%201C.zip?dl=0 This update is mostly some numerical tweaking and a bit of nerfing here and there. TechTree. Dark Energy - Weapons from 30 to 10 Unimaginable Destruction - Weapons 10 to 0 Offensive Meditation: - Weapons 20 to

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[quote who="MabusAltarn" reply="772" id="3511488"] The Bioshpere Modulator grants 2 extra tiles to build on. It has nothing to do with pop growth and it's fun to toy around with so I'll leave it in as is. [/quote] Okey my bad. 20% pop-growth was added to it later and it also grants tiles. I'm removing the pop-bonus. It's overkill. [quote who="OShee" reply="768" id="3511425"] Iconians: Their weakness is not Soldiering as much as lack

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[quote who="OShee" reply="770" id="3511432"] It's better to change it to something like this: 1st 50tp for 10 2nd 200tp for 10 3rd 600tp for 10 4th 1500tp for 15 5th 3000tp for 20 [/quote] I'll see how that works out. Thanks for the feedback.

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Darn I hit post. [quote who="OShee" reply="768" id="3511425"] Drengin: They seem fine as they are. Their SA is weakest of every other race, but they seem to do alright. Terran: Seem ok as well. They get access to some unique techs and are average in everything, so no need to change anything. Korx: AI will always play stupid, player won't start build freighters from turn 1. They could use a small

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[quote who="OShee" reply="768" id="3511425"] Yor: -15 Diplomacy Racial Ability should go. They are already at 45 compared to average 121. This will put them at 60 which is still 30 lower then Korath and Drengin. They are supposed to be weak at culture, and culture=/=diplomacy. Their Social and Military Manufacturing should be reverted back to 20 from 15. They are supposed to have strong manufacturing, right know they are just slightly above average and even Korath/D

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[quote who="OShee" reply="761" id="3511361"] Some of the weaknesses in the tab where you pick your opponents don't make any sense: Altarians are said to have weak military, but their unique techs give them +60 weapons and +10 defense, so if they research well they have stronger ships than anyone but Drengin, Korath and Arceans. And those techs aren't that expensive either, basically by the time they go to war for the first time they already should have first tech granting th

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@OShea I like em :). They leave plenty to the imagination while still conveying a sense that the Thalan are highly advanced. Concerning ability costs. I've been rethinking them a little bit and come up with a new set of values. Instead of 10 you get 100 points to spend. Here's the results: <t

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[quote who="SilasOfBorg" reply="753" id="3511153"] That said, it's a choice I can get behind, because it will make players agonize over specialization. Instead of automatically sinking as many points as they can into X,Y,and Z, the mental conversation will be "well, too much of Z is too expensive, do I *really* need 30%? Maybe I can do with 20% and throw in some %Q or %P instead". We'll drive min-maxxers insane. That&

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(Repost. Text was impossible to read.) Well that didn't take long. Notice how often the first two bonuses have exactly the same % PP? That makes the second one of best value in every case. With my these changes picking a big bonus WILL cost you. You'll have to think very hard about your picks. Changes marked with an X are the ones I think should go in. <col widt

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[quote who="SilasOfBorg" reply="748" id="3511079"] Morale was originally 10/15/20 for 1/2/3 (weird deltas per point, which is why it was changed!), I think it would be better at 5/10/15 for 1/2/3. It has such a huge effect on the early tax game, I think that's why SD capped it at 20. [/quote] No... damn it now I'll have to check them all! Silas the old values make perfect sense from a design perspective. Take a look:

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[quote who="SilasOfBorg" reply="746" id="3511033"] Total of 55%, so it got cut pretty much in half. [/quote] Yeah that was my suggestion. Early on miniaturization felt much to powerful. It's still powerful, just not as powerful. Perhaps it's simply a matter of getting used to the new values. I'm going to be very, very careful with buffing them. Like money, the player can use the extra space to come up with some very creative ways of destroying others.

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[quote who="OShee" reply="742" id="3510958"] One more thing. One of the anomalies gives you +5 espionage bonus. AI can pick up several of them and still have horrible economy because of that. I suggest scrapping this one out altogether or reverting it back to +1. [/quote] Nice catch. I'll put it back to +1 tomorrow.

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[quote who="OShee" reply="739" id="3510945"] And what about those bonuses from government tech for Yor, any plans for them? So far they only get +economy for high research investment. [/quote] Truth fully, I'm not sure they need them. They didn't have governent tech at all in the original game so giving them more eco or prod seems a bit to much. OShea I loved your Yor and Drengin/Korath descriptions so I'm really sorry to say I'm not sold on the

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Test game: Large map. Decent amount of planets and stars. Playing race: Altarians Others: Drengin, Korath, Arceans, Thalan, Terrans Difficulty: Crippling. Tech trading, Tech stealing allowed, SA's enabled. First game: Lost the colony rush. Second game: Did a lot better on the colony rush but it was competative. My south border is dominated by the Terrans who have dozens of worlds. To the north west are the Drengin, nort

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Minor update. Community Update - Beta 1A Link: https://www.dropbox.com/s/ago5i1qfmnax8kz/Community%20Update%20V5%20-%20Beta%201A.zip?dl=0 There is no reason to stop any game in progress as these are just a few minor bug fixes. Changes: -Fixed a bug with Hatchling Mount -Removed all unused tech, components, etc. Yor TechTree -Up

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