I just bought this game after playing the trial, and am really enjoying it. My major complaint would be the lack of information. I have read the guides I found and searched through forums, but there is so much to the game that the information out there is insufficient (at least for me).
One question I have, that I can't find in any other posts, is on colony defense and xeno ships not taking damage. I currently have a colony being attacked by the xeno. The colony is either repelling the invasion each turn, or losing 1 pop and 1 quality. However, the xeno ships surrounding the colony are taking no damage. When I attack a colony, my ships take damage. Why is this different? The only thing I can think of is maybe they are doing it with torpedos and I did it with barrages? Even if it was torpedo attacks, my colony's defense should be doing some damage back to those being attacked.
Thanks for playing, and thank you very much for purchasing the game. That lets us keep updating it and publishing more information.
The fact is that there are only two people working on the games, and sometimes that means that we are slow.
I will say that without a doubt, in ST 4X not all of the rules are symmetrical, in many cases they are intentionally asymmetrical.
A Xeno invasion is accomplished by the Xeno ship sitting in high orbit and laying eggs and spoors into the upper atmosphere that fall the the planet's surface and erode the biosphere and destroy all life they encounter.
Unlike a human invasion, the Xeno do not risk their ships or anything they particularly care about. Humans are landing parties, sending in bombers, etc. The Xeno are just pooping on the planet.
Post by Cory Trese on Jul 23, 2015 11:51:10 GMT -5
Perhaps a future update will be able to grant your wish regarding Colony upgrades that can deal out Ship damage as part of their defenses. It is definite possibility.
Regarding the AI, remember that WK ships are not particularly smart, they can be blocked or force to take non-optimal paths to your Colonies. I often use the first wave of our Fighters to slow the WK down on it's way in-bound.
WK only counter-attack against Guns, so they can be worn down w/ Torps more easily. WK have heavy armor, but are vulnerable to Radiation damage because they are "pooping" on the planet (AKA, Xeno spoor pods are all open and shields are down.)
meaning... If I choose to evacuate and it is successful, I will not loose pop to the attack. So it is kind of like a substitution effect?
If I defend, and are succesful, I will not loose pop. Defedn and fail, I loose pop.
Although I haven't used evacuate many times, I've noticed one advantage: Each turn that I evacuate, the only thing the colony loses is one pop. When I defend unsuccessfully, the planet usually loses both pop and Quality. As long as you're able to hold the colony the pop will replace itself given time, but Quality lost is lost forever.
So in a case where the number of turns it will take you to destroy the World Killer(s) is less than the colony's pop and the colony lacks adequate defenses, there's a definite strategic advantage to evacuating: You'll still have the colony with no loss of Quality and all it's structures intact, albeit with reduced pop. For my money, this beats the hell out of having to re-found the colony, or even managing to hang on to the colony with reduced quality (except possibly in a case where the planet had very high Quality to begin with).
I admit that like tactical retreat (he who fights and runs away...), evacuation isn't very satisfying. But also like tactical retreat, there are occasions when it's a smart choice.
Last Edit: Jul 24, 2015 7:15:11 GMT -5 by elwoodps
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