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Post by euphorion on Jun 18, 2015 14:38:59 GMT -5
Alright then, I shall await their arrival patiently. Im just not used to get enough time to build up completly in such a game...
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Post by euphorion on Jun 18, 2015 10:41:46 GMT -5
First things first: I cheated. I played on this map (Rim, 100x50, 50 Planets) on Normal and Hard and quit when I saw that the AI would be no match. So.-..when starting my first game on Crazy I knew the general map layout. I knew I wanted to beeline for this yellow planet in the middle with Thuluns an capture (if possible) the planets up and down from this point as well. And so I did.
I also know where the (2) enemies must be: in the West as I didn't meet one in the east where one also sometimes starts.
So, my (still) tiny fleet sits there and waits patiently ...and sits...and waits... I have yet to see a single hostile Ship.
I mean - isn't this some "crazy" difficulty where the hostiles should be comming down on me as some avenging angel? Shouldn't they at least be exploring, looking for planets to colonize or trying to do some other evil things?
When I was playing on hard I went looking for the AI (I will likely find it just a few fields west of that middle planet again) and they had quite some ships (which were no match to mine anyway). So assume they also do have some ships now? But...where are those? And as the title says: what the hell are they doing?
This must be the first 4X space strategy game where the "enemy" is just leaving you alone. As this can't be the idea behind such a game (at a rather high difficulty) - I placed it here under "Bug reports". (I hope the attached pic works, wasn't able to attach it directly)
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Post by euphorion on Jun 18, 2015 6:45:51 GMT -5
If you complete a ship the next projected is not named in the message, e.g. "Javat Prime completed construction of Colony II." (In this case the colony had a Hab2 in the queue)
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Post by euphorion on Jun 18, 2015 6:41:20 GMT -5
Something I really miss is a button where I can go from the planet screen to the map. Sometime I really don't know where a certain planet is located and if it makes sense to build e.g. a colony ship on that particular planet. Also, as I don't think there is a way to searhc for a certain planet on the map it can be quite tedious to search for it.
Nothing critical of course, just something to make it a bit more user friendly in my eyes.
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Post by euphorion on Jun 18, 2015 6:24:39 GMT -5
Back to the initial proposals of repair rates, I too think that the duration of repair is way too long. What about gradually increasing repair rate if a Ships stands actionless (No moving/no fighting) in a friendly orbit? for each turn repair rate could increase by 5% for instance: 1 st turn: 6HP -> 6.3 -> 6.62 -> 6.95 -> 7.3 -> 7.66 ... As soon as any action is taken with the ship it falls back to square 1.
If a Ship would have to heal e.g. 150 HPs at a base repair rate of 6 it would take 25 turns normally or 16/17 turns with the increasing rate.
This might even be implemented as a crew training option (if repair points have been allocated) in different research "grades" (e.g. +2.5% / +5% / +10%)
The +10% isn't as powerful as it sounds it would reduce repair length to 13 turns in the above example (so an approx 50% reduction in total time) - but for mid/late game tech - why not?
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Post by euphorion on Jun 17, 2015 10:09:02 GMT -5
Depends.... Talking about new Colonies with only Starport1 it's now (thanks to some advice I got in another thread): Hab1 - as soon as this is at 1 Turn left I start Factory1 and make that top priority. If Pop goes to 2 I finish the Hab1 and start another hab1 and make again the Factory the Top Priority when this is at 1 turn left. If Pop is still at 1 when the Hab is at 1 turn and the Factory is at 1 turn left I add a Mine1 and make this Top priority - and finish it if nothing happens to the population. If Pop then still is at 1 I would make another Mine. The idea is you don't need the Factory or Hab if Pop didn't get higher (and save the upkeep cost by not finishing it) - but have it available immidiately when needed.
When the colonies are near/at 5 pop I add Spice building in the mix and also park it at 1 turn left if possible. As soon as colonies start with Starport2 and/or my economy is much less tight I will likely take a more relaxed approach ;-)
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Post by euphorion on Jun 17, 2015 10:01:08 GMT -5
Would be great to include this in the tutorial at least. Took me quite a while to recognize it (and I doubted my sanity a few times) - because my usual habit was to do everything I had to do, then leave/save the game and see the results and resulting actions next time I start playing.
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Post by euphorion on Jun 17, 2015 6:44:44 GMT -5
Well, still ....low Quality colonies can totally ruin your game, especially if they turn up early in game in numbers. I quit my old (hard) game - as the Xenos were no match whatsoever. So restarted at Crazy and the colony-RNG totally wasted it. The first Colony was fine: Q14 (Thulun). Then I got a Q8 (4-24 iirc) for Thulun ...ok, Thuluns can scope with that. Then...Q7 (7-21) Javat (24 Minerals), Q9 Valtos (ok), Q7 (6-22) Javat (21 Minerals), Q11 Thulun, Q12 Thulun, Q8 Javat (2-26 or so) - I quit at that point.
Now I tried to deal with it, but the complete unability to build any meaningful Mines on Javat worlds especially early in game when you don't have the Tech to get any use out of such a colony ruined my economy and made me start over.
I would have rejoiced the opportunity to give esp. those Q7 Javat worlds their independence so they could at least contribute somewhat to my economy instead of being a money drain for years to come.
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Post by euphorion on Jun 17, 2015 6:33:41 GMT -5
version: 2.3.3 Kindle Fire HD
I'm not totally sure it hasn't been raised before (I would be quite astonished if it hasn't) - but I was unable to find anything about it, so...
At least on my device game only get's saved right at the start of each turn. Whatever orders you give (buildings, ship movements, research, etc etc) doesn't get saved when you leave the game.
I mean...you certainly can get used it it - you just have to discipline yourself to always leave the game right after the start-of-turn-info-screen, but still I don't see why it couldn't get saved (again) when you leave the game.
- - - - - -
Btw: In the beginning it really made me hopping mad that you can't really save the game manually and have more than one game slot (as every other such game i played in the past had), but meanwhile I see the real charm in it. No redoing of bad decisions, no reloading til you get the desired outcome ...got to take the good and the bad as it's dealt to you. Kudos to you for that brave move!
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Post by euphorion on Jun 16, 2015 9:25:43 GMT -5
No question - I do "love" the independent colony I got - it takes ages for the Mines to build, but it produces great profit all the time. Hence the idea to get rid of the annoying, overly time consuming (as way more micromanaging has to go into them) , Low Qual worlds (esp. Qual7). Obviously this doesn't work.
What I find funny is that I often read here in the forum, that High Quality worlds get more population grow. Currently (year 8): Javat prime (Q27): 10 pop, De Valtos(Q18): 13, Thulun Prime(Q28): 12
A Q9 (admitttedly the first colony I founded): 15 pop Another Q9 (I think founded somewhen year 4-5: 15 The dreaded Q7 (founded year 4): 11 pop by now (but at least brought back up to 10 Morale). A Q7, founded after 4 years - way outpopulating A Q27 (Javat) Prime world And a few more Q8-10 worlds with 10 pop each.
Doesn't really look to me as if the High Quality worlds would get an advantage in pop growth at all.
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Post by euphorion on Jun 16, 2015 3:52:25 GMT -5
I've never personally seen one turn Indie due to low morale; only from quality 4 or less. That said, if you're playing Hard or below, I think I can show you how to get that colony back on it's feet, or at least reduce its drain on your economy.
Yeah...I waited another year (and after having read your comment)- then gave up. Well luckily me Tech was advanced enough by then to get the Colony into positive regions. I still think it's a pity that you can't get "rid" of low Qual worlds. Maybe you could get a choice after the Colonization-Quality-dice-roll "Do you want to include this Colony to your House/Syndicate/...?" If you choose no, then it would get independent status.
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