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Post by Cory Trese on Mar 28, 2015 11:17:32 GMT -5
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Post by fallen on Mar 28, 2015 12:05:35 GMT -5
Live on Steam.
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Post by CdrPlatypus on Mar 30, 2015 5:27:16 GMT -5
Can you please provide details on the balance changes to planetary invasion?
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Post by Cory Trese on Mar 30, 2015 12:24:48 GMT -5
Can you please provide details on the balance changes to planetary invasion? The math is more precise -- underflows and overflows are better handled, the smoothing code for the damage curves is slightly higher in the early part of the game. Xeno defense fluctuation is better managed following Bombardment orders. If you play 4X, and have a feedback from using Planetary Invasion in the game, I'd love to hear it -- specifically the details of Xeno Team Level/Type, Ship Design Level and Game Turn.
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Post by CdrPlatypus on Mar 30, 2015 16:26:41 GMT -5
Cory Trese I've been playing a lot of 4X lately. Some of my biggest issues are not knowing what type of radiation damage is being done to me and what I can do to increase the longevity of my military transports. Does Evasion benefit planetary invasion ships or is it not part of the equation for damage against them from planetary evasion? So far I've been playing through on hard. i'll start writing things down like turn# to get better feedback for you guys As is right now I don't start using planetary invasion until I'm ready to start steam rolling the enemy. My strat has been to fast expand...harden defenses...get a rip roaring economy and then bulldoze the xeno
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Post by CdrPlatypus on Mar 30, 2015 16:34:20 GMT -5
Also as a Side note I would like to get full combat equations spelled out for 4X like we have in the combat mechanics thread for HOS
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Post by Cory Trese on Mar 31, 2015 0:44:13 GMT -5
Radiation damage is not impacting your transports.
You need to increase the HULL rating of your Military Transports. Use Upgrades and the design to increase the hull.
Evasion does benefit, but not as much as Invasion.
Combat equations are much simpler for 4X and as time and budget permit, I will continue to advance the 4X help file based on feedback from the players.
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Post by CdrPlatypus on Mar 31, 2015 9:34:20 GMT -5
Cory Trese what is the signifigance of the radiation rating on a xeno colony then?
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koles
CKF Backers
Posts: 449
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Post by koles on Mar 31, 2015 11:56:35 GMT -5
Cory did you make others overall changes in the game code? since this update game horibly slows down on my phone, use more ram, and few times it reset my phone (probably because not enough ram) this problem occurs only playing st4x
i use samsung galaxy s+ (gt i9001) android 2.3.4
about new invasion i see its easier to capture xeno planets today with 8 new invaders (0exp) on hard I capture planet with 12 def just in 2 turns (all scouts, then all invade) didnt play hard for long time (playing crazy for most time) but 8 scouts takes 7 pop!!!
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Post by fallen on Mar 31, 2015 12:30:01 GMT -5
koles - sounds like a bad update from Google Play. Try restarting the phone or using the memory manager to look for other trouble apps. No changes on our end.
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koles
CKF Backers
Posts: 449
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Post by koles on Mar 31, 2015 15:45:20 GMT -5
in a 2 weeks I update only st4x and ck from all my apps installed in phone. I have turn off and on my phone, and I'm using memory manager to kill off unwanted apps I see that even my old saves after winning game are also 'slower'.
now I wonder how would work game after starting new game on 2.2.3 - but to play 4-5 game years and build decent fleet will take me some time to test that.
someone also get this problem?
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Post by fallen on Mar 31, 2015 16:13:42 GMT -5
koles - we have had no other reports of it, and all of the devices we have that get their version from Google Play are running fine. You'd be amazed how many times we get insane bug reports which cannot be reproduced anywhere and the next time you get an update from Google Play, it's all okay. GPlay has some issues deploying updates sometimes.
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Post by CdrPlatypus on Mar 31, 2015 21:21:21 GMT -5
Cory Trese , fallen Playing through the new updated tutorial on steam PC (WIN VS) and the pacing seems off when playing on normal with syndicates. The tutorial seems to move faster than you can follow its recommendations for what to build. If you keep up with pop growth with habs, get a factory on everyone but cadar and 3 mines on each prime world you won't have built any colony ships by the time of the first review. Also I find the rapid pop growth puts me behind the curve in spice before I can research spice den one by a few turns unless I get lucky and pull a research bonus off an annomilie at the right time.
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Post by fallen on Mar 31, 2015 21:34:43 GMT -5
CdrPlatypus - thanks for the feedback, we'll keep working on improving. The tutorial is giving you advice based on events (you've finished researching SC 1), so ... there is no better time to suggest making some colony ships. I believe it also mentioned how to prioritize a build queue sometime shortly after that?
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Post by CdrPlatypus on Mar 31, 2015 23:21:47 GMT -5
fallen I beleive it does give the little point about build qeue prioritization right about then
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