[quote who="rwemack" reply="79" id="2754180"] What about this?[/quote] Personnally I have no problem with huge attack going poorly. It's just that the giant maul did really hit me. But maybe not in an heroic way. "Ouch, my poor little toe", I exclaimed... Everything is not heroic... Still, that could work. On the other hand, this leads to more volatilty in combat (read larger standard deviation, or more randomness). Not sure you'll be happy to lose
moi-meme
I like the refinments you suggest ; different initiative, attack dmg not going to the next man and so on. At this time, all of these are interesting refinements. But first of all, we must get the removal of the current "death squad"! Yves
[quote who="Tormy-" reply="46" id="2750173"]Good discussion. Just a note[on-topic]: Squads/Group of units -> I think that each and every unit in a squad should have a separated attack roll / defense roll. 1 att/def roll / squad makes no sense imo.[/quote] This is one of the many improvements I suggest in this thread . Yves
read my thread about this. Yves
Currently, the combat system suffers several problems. * magic is of little use and of little interest * combat is too fast, usually with a unit dealing a big blow * squad units are too powerful I'll present ideas that solve all of these problems. Magic: Magical effects on the battlefield should involve a bit more than just damage. I will not try to be innovative, and here are my
The current system is fine, but not correctly tuned. The attack is 1dN, the defense is 1dM. In effect, this is like having attack beeing two dice and defense constant, which makes for a nice triangle curve when M and N are equal. The problem appears when N and M are widely different, such as attack 150 and defense 20. In that case, the triangle curve becomes almost a flat line... I'll be shortly posting a new thread for combat improvments. Also note that people asking
I have now played a bit with the game, and I have come up with some remarks on gameplay and enjoyability. First of all, I've yet only played in easy mode, but I believe that it doesn't impact any of my remarks. I have begun several games (most stopped short because of an update which made previous games obsolete.) I will sometimes refer to MoM as this is the assumed reference for this game. I can see lots of good things in this game. I also remember that in MoM
Yes ; I have this very often. Something has to be done about those mood swings... I understand the logic: - turn n: happiness 60% with x colonists ; colony set to increase population by u% for the next turn - turn n+1: happiness 20% because the colony increased in size ; now, unhappy, the colony is set to decrease in size. - turn n+2: happiness 40% because the colony decreased in size because the colonists were unhappy (but did not yet desert you). It's not lo
Well ; my own tresury seldom gets under 10000, and very often hovers around 30000 ; it even once reached 200000 ; No no... I'm developping my race correctly ; that's just that with 100% tax rate you reap huge amounts of money (up to 2000/turn). That slider thing is really bothering me.
Ah! Interesting. I've conquered a colony with TWO initial colony buildings!
Please, automatically rename the ships when upgrading. Otherwise, it gets difficult to find which ship is what.
When you load a game, you just lose one turn of production. To see this, do the following: - load a game - go to a planet and buy something (ship, improvement) - hit next turn - As you can see, what you bought is still in the queue - hit next turn - now you get it In the same way, the game doesn't compute correctly on the first turn. To see this, do the following: - save a game ; watch how much time remains for your next
Peace Phoenix, it seems you have not dealt with a huge treasury. In such a case, you can easily jump from 0 to, say, 5000 ; and nothing between, except going up and down by 1000 or up and down by 1. When you can have a deal by using a mere 400, it means clicking 400 times until you reach the break-even point. And really, this game is about managing your empire, and I don't know why I should pay 10 what I could get for 1. There's no free lunch for aliens too...<br
Hey! There's no time for even the crossbones to appear! One turn the planet becomes mine, the next it is gone! And I heavily invest in it for the people to become happier after some turns, but lo! The planet defects the next turn, despite me spending like crazy to help them!
I believe there currently is a big problem with tax rates affecting unhappiness. I have seen the following situation: - taxes at 80% => happiness at 4% - taxes at 75% => happiness at 100% don't you think that a 5% change in tax rates doesn't make for a 100% change in mood ? This problem also appears under another form: sometimes, you watch your planets happinesse, to see everything is OK. Ten turns later and one of your planet defects to the I-league... What
Defections may happen much too soon. There should be a "period of grace" during which the planet waits before switching again allegiances... I have seen a planet culturally flip for me one turn, then flip again to the I-league the next turn! I even had spent a hefty 7000 to buy a virtual thing (unsufficient ; that case needed 3 of them...)
When another race ship (not enemy) is stacked with one of your starbase, you cannot add new modules to it.
I made a "super constructor" design, carrying two constructor modules. Unfortunately, it doesn't work as expected and only one module gets actually used. I think the same is true for other modules (troop transport, colonies). Yves
Saving games near the end of the game (huge galaxy) is very very long ; more than 1 minute and half... And loading these saves can take up to 5 minutes! My system is NOT low end. Yves
I find that propaganda is quite ineffective. I had 4% approval on a planet at 30% propaganda ; pushing at 100%, my approval rating went up to, eh, 11%! I have other such examples. I don't know how propaganda is taken into account in the formula, but I feel that it is undervalued. As a mettaer of fact, putting propaganda at 100% is akin to having a taxation rate of 0% for that planet. I can understand why one would not want to do a one to
don't forget a thrid option: concentrate the colony on social production (using the arrow in the target). But I agree with your proposal: it would make sense to have this kind of automated behavior. I was not aware of this new feature ; it did not exist in GC1. How does it work ? Anyway, it still doesn't make sense for a b
I don't know if that's in the game at this point, but it doesn't seem to do much harm ; well, I know that it was ineffective in GC1, but I hoped this had been improved. As an exemple, I was funding 800 credits/turn to the opponents in the Drengin empire. Let us be clear : at this point of the game, this was more than 50% of the Drengin's whole spending. After 30 turns, I still saw absolutely no effect on the popularity rating ; he was second, he stayed second... I just
There just is nothing worst than a even such as: "every planet within 2pc of star system X has it's PQ increased by 12". This just means that something between 20 to 60 new high grade planets have just become available. If you're on the receiving end, you'll end up too powerful (if you manage things well) ; if you're on the other end of the galaxy, you'll almost sure to lose to a reasonably proficient AI: there just is no way to compete with a collection of PQ 12 to 25 planets
Ther currently is a problem for developping late colonies (either because you captured a badly developped planet, or because you colonize some planets late in the game just because the galaxy is so large...) The problem is: at the beginning of the game, you begin with cheap factories ; then you seemlessly upgrade the tiles you chose until you reach the industrial sector. That is well and good. However, when you colonize a planet AND already know industrial