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Post by hlo on May 3, 2015 23:18:57 GMT -5
I believe some of the starting positions are outright bad for game play sake. Either the xenos are tanked on 1 narrow side of the map or couple of them get into early contact with even a slow advancing player.
Can you give a screenshot or post the pic of starting locations for the Garden and the big asteroid heavy maps? That way many of us can make suggestion so the player can have enough build up time in difficulty up to Hard?
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Post by fallen on May 3, 2015 23:35:28 GMT -5
hlo - what is the result that you don't like? The Garden is a very difficult, very advanced map.
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Post by hlo on May 4, 2015 11:38:57 GMT -5
hlo - what is the result that you don't like? The Garden is a very difficult, very advanced map. On the regular large maps like Rinze 75x100 w 99 worlds in Hard mode. Everybody was stuck on the left side quarter of the map. Xeno never came out to attack me. For Garden, I have completed 1 game in Normal after few defeats in Hard. Now I wanted to play Hard again. I am more careful this time when it comes to expansion. Other than the start cluster, my northerly cluster stopped at (39,38) while my southerly limit is around (38, 57). Balanced growth is always the thing. It seems to be there is always at least 1 group that started well in from the map boundary on the south side that warrants an earlier xeno encounter. On the north side if I don't occupy that 3 stars (2 red + 1 yellow) cluster just to the right of (39, 38), peace can last a bit longer. Either way a 2-way war seems to be unavoidable. So I just wonder if I am looking a the whole map, what are the starting points for the xenos? Maybe they are not far out enough.
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Post by fallen on May 4, 2015 13:36:08 GMT -5
hlo - on the Garden, a multi-front war is the purpose of the map design.
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Post by hlo on May 4, 2015 22:39:33 GMT -5
hlo - on the Garden, a multi-front war is the purpose of the map design. I don't disagree with that. I matter of fact had it 3 ways at one point when I played it in Normal mode. However I wonder whether it is possible to pull the xenos starting positions back a bit so the player can have relative peace a bit longer before the struggle begins. That way the player can weather the political situations along with war a bit longer. Also a long complaint of mine is certain political situations (eg Solar War) ends when star traders hear increased xeno activity. Meanwhile a World Killer attack has no effect on political situation. It is like saying there is no war going when bombs are falling around you!!!!
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Post by CdrPlatypus on May 5, 2015 1:08:23 GMT -5
Hear no evil see no evil...boom! Boom!...nope still can't hear anything...what?
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sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on May 5, 2015 1:53:54 GMT -5
Politics and politicians cannot actually be explained. Both defy logic since politicians are chronically liars and selfishly disloyal. Therefore, their actions can neither make sense, nor can they be interpreted properly by rational, reasoning people. Good job Trese brothers for accuratly representing this in your games!
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Post by anrdaemon on May 5, 2015 11:34:52 GMT -5
Wish your words weren't true.
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Post by fallen on May 5, 2015 11:55:27 GMT -5
Politics and politicians cannot actually be explained. Both defy logic since politicians are chronically liars and selfishly disloyal. Therefore, their actions can neither make sense, nor can they be interpreted properly by rational, reasoning people. Good job Trese brothers for accuratly representing this in your games! This is the intention for sure. We're continuing to make the political system more reactive, but to make it too logic-cut-and-dry would kind of make it ... not politics
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Post by anrdaemon on May 5, 2015 12:16:29 GMT -5
Oh, we're in wish list? Discussing Politics? I HAVE A REQUEST! Make negative politics scales tilted to the opposite side and give the icon a red color similar to core upgrades.
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sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on May 5, 2015 22:36:54 GMT -5
Politics and politicians cannot actually be explained. Both defy logic since politicians are chronically liars and selfishly disloyal. Therefore, their actions can neither make sense, nor can they be interpreted properly by rational, reasoning people. Good job Trese brothers for accuratly representing this in your games! This is the intention for sure. We're continuing to make the political system more reactive, but to make it too logic-cut-and-dry would kind of make it ... not politics It would take a lot of the challenge out of he game. More fun to outsmart the greedy *insert expletive here*.
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Post by Cory Trese on May 5, 2015 23:10:32 GMT -5
Loosing a Colony does have a major impact on Faction politics, btw.
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Post by fallen on May 5, 2015 23:14:46 GMT -5
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sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on May 6, 2015 0:16:40 GMT -5
Rofl. Either way, it worked.
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Post by anrdaemon on May 6, 2015 9:30:47 GMT -5
'cause I posted it here first before realizing that the thread title wasn't to the better of my suggestion. And decided to repost it separately.
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