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Post by Cory Trese on Aug 23, 2015 9:03:22 GMT -5
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Post by En1gma on Aug 23, 2015 10:33:26 GMT -5
Huge QoL update, THANK YOU!
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Post by Officer Genious on Aug 23, 2015 11:42:28 GMT -5
Saw update in Recent Threads, was VERY confused by being warped to the ST4X section.o.o
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Post by fallen on Aug 23, 2015 14:37:37 GMT -5
Saw update in Recent Threads, was VERY confused by being warped to the ST4X section.o.o Moved the thread
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Post by CdrPlatypus on Aug 23, 2015 15:00:26 GMT -5
Those filters are going to be very nice. Especially in large empires.
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Post by fallen on Aug 23, 2015 15:07:31 GMT -5
Those filters are going to be very nice. Especially in large empires. They've been there the entire time ... but the UI was obtuse and no one knew it
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Post by hlo on Aug 26, 2015 12:27:03 GMT -5
Does "Quick Build" in the colony UI always pick the highest possible item? Can we have a choice there?
I can see this as a major issue in early games when your budget is tight. You ultimately want the Hab Unit 5 but time/$ say you can only afford a Hab Unit 2 even though you have enough money for either. As much as I like "quick build" I want to have another prompt first. For those of us who play ST4x on public transit, a bump on the road can cause accident.
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Post by fallen on Aug 26, 2015 13:17:11 GMT -5
Does "Quick Build" in the colony UI always pick the highest possible item? Can we have a choice there? I can see this as a major issue in early games when your budget is tight. You ultimately want the Hab Unit 5 but time/$ say you can only afford a Hab Unit 2 even though you have enough money for either. As much as I like "quick build" I want to have another prompt first. For those of us who play ST4x on public transit, a bump on the road can cause accident. Thanks for the feedback. Quick Build picks the highest item and will also Subsidize it if you can afford it. If you need more precision, then the best bet is to go into build new ship or build new project.
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Post by hlo on Aug 26, 2015 15:27:34 GMT -5
Does "Quick Build" in the colony UI always pick the highest possible item? Can we have a choice there? I can see this as a major issue in early games when your budget is tight. You ultimately want the Hab Unit 5 but time/$ say you can only afford a Hab Unit 2 even though you have enough money for either. As much as I like "quick build" I want to have another prompt first. For those of us who play ST4x on public transit, a bump on the road can cause accident. Thanks for the feedback. Quick Build picks the highest item and will also Subsidize it if you can afford it. If you need more precision, then the best bet is to go into build new ship or build new project. No problem. I can see a few OMG moments for using the quick build when the game is young in game years.
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Post by fallen on Aug 26, 2015 15:32:14 GMT -5
hlo - yes, it can definitely wipe a fledgling treasury ... Subsided Mines
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Post by elwoodps on Aug 28, 2015 7:02:42 GMT -5
Cory Trese, did you tweak (ease) the invasion rules again in this one? I just updated yesterday, and my transports suddenly seem to taking significantly less damage. It might just be increased experience and lucky rolls, but I don't know.... It's particularly noticeable with the standard transports I built using only mid-game techs, invading late game (year 16) worlds on Hard as an experiment. This task force just purged a level 45 Sidtax world, with 12 Radiation and 19 Defense in two turns, suffering zero damage in the process. And their experience wasn't particularly high; 80% of the transports that engaged were still <6xp going in.
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Post by Cory Trese on Aug 28, 2015 11:30:58 GMT -5
elwoodps -- I wouldn't make any changes to invasion rules without an announcement. When I first saw your post this morning, I worried maybe I had somehow caused a side effect. Ran 500K invasions in the sim and they are within the 4% tolerance from the past run. So in the past few updates, we've had no progress on the Invasion system. Glad your ships are doing well.
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Post by elwoodps on Aug 28, 2015 14:21:15 GMT -5
Many thanks, and sorry for putting you to so much trouble.
This really makes it appear that, compared to zero xp even a modest amount like 3 or 4 can make a dramatic difference. When they were green (0xp, 5 or 6 purges back), these ships frequently suffered 20 or more damage per turn, occasionally over 50/turn.
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Post by Cory Trese on Aug 28, 2015 15:26:34 GMT -5
Many thanks, and sorry for putting you to so much trouble. This really makes appear that, compared to zero xp even a modest amount like 3 or 4 can make a dramatic difference. When they were green (0xp, 5 or 6 purges back), these ships frequently suffered 20 or more damage per turn, occasionally over 50/turn. Yes, XP is critical. Steel Song is a huge winner for Invasion ships.
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