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Post by Officer Genious on May 2, 2014 11:27:59 GMT -5
Theres no way of dealing with alien colonies is there? There's a transport ship that claims to have the ability to drop soldiers in, but there's no option for it yet. So as far as I can tell, no. I forgot about all the problems I had with the AoP testing, google play don't like my tablet. But I side loaded the apk and it works fine. Can you explore a planet with the scan button on an Explorer ?? Nope. Scan button on all ships are broken. Can only explore anomolies as far as I can tell.
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Post by Cory Trese on May 2, 2014 11:35:22 GMT -5
You can build invasion ships.
- Transport Class Hull - Level 2 - Weapon: Low Orbit Drop Pods - System: Light Mechanized Troops - Training: Planetary Invasion
Move to the Xeno world, select 'Planetary Invasion' and select the Xeno Planet.
You'll see these three options on a screen showing Xeno defense levels and stuff:
1. Bombard 2. Land Troops (EF) 3. Full Invasion
Tap them them to select your plan, exit the screen and spend the AP and MP required.
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Post by Officer Genious on May 2, 2014 11:42:52 GMT -5
I don't get a lvl 2 for transport yet... I'll keep researching I guess.
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Post by Cory Trese on May 2, 2014 11:47:35 GMT -5
I don't get a lvl 2 for transport yet... I'll keep researching I guess. You might be able to squeeze it onto a level 1 if you use light armor. but it has to orbit a xeno system for 8-12 turns
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Post by Officer Genious on May 2, 2014 14:14:58 GMT -5
:0 Fat chance! I'm pushing for a bit of a comeback, got a few bugs to report before I claw my way back from defeat...
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Post by Cory Trese on May 2, 2014 14:20:59 GMT -5
You actually can build it at level on only 2800 mass if you don't use armor
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Post by contributor on May 3, 2014 4:31:33 GMT -5
You can build invasion ships. - Transport Class Hull - Level 2 - Weapon: Low Orbit Drop Pods - System: Light Mechanized Troops - Training: Planetary Invasion Move to the Xeno world, select 'Planetary Invasion' and select the Xeno Planet. You'll see these three options on a screen showing Xeno defense levels and stuff: 1. Bombard 2. Land Troops (EF) 3. Full Invasion Tap them them to select your plan, exit the screen and spend the AP and MP required. I'm sure you're probably already working on plans to teach people these things, but one thing that's really impacted ease of play in this first phase it the difficulty of understanding the tech tree and what gets you where. I want to build a planetary invasion ship, but it's taken me a long time to figure out how to even get to the technologies you listed. Since the tech tree lists things like "weapons" and "construction" but then when we select a tech to research it says things like "starship engineering" it's hard to figure out what leads to what and how to get there.
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Post by nails on May 3, 2014 7:57:10 GMT -5
I wanted to write something large and profound, bit I think in this early stage it isn't warranted as many of the things that I want to see I am me sure will come out in next releases. I think you are a regular to the 4x world some of the lacking info isn't a big deal. If you arent, this could be a difficult alpha stage to get through. Overall, after my third full play through I have a distinct plan and on the 4th play through I am cruising along.
The biggest thing I would like to see change in the next alpha is to not have the aliens start so close sometimes as it prevents the in depth game play that is looked for in the alpha testing. but I think this has been addressed already.
great start
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Post by khearn on May 3, 2014 11:42:53 GMT -5
Some of the tech tree distribution just doesn't make much sense to me. For instance, Planetary Construction 6 gives: - Titanium Prow (Prow) - Warded Hull (Structure)
Those sound like they belong in Starship Construction, not Planetary Construction.
Planetary Construction 7 also has a prow and a bridge, but nothing "planetary". The Faction Politics techs also contain a bunch of ship items, but they do also seem to have stuff like exchanges and spice dens that do have political use.
It seems like there are just so much ship stuff (weapons, defenses, upgrades) that they ended up being spread out into techs that don't seem related. Frankly, I think there may be a bit of weapon type overload. I start looking at what tech to research next, and I have these choices:
Planetary Construction 5 - FDF Harrison, Exchange I Planetary Engineering 1 - Factory 2, Fast Reactor 5, Long Plasma Cannon, Imperator RG-3, Trident Gravity Driver Starship Construction 4 - Reactor 5, Light Lance Array, Griffon Plasma Array, Imperator RG-2, Raptor Gravity Driver, Duranium Plating II, Duranium Composite Cladding Starship Engineering 3 - Mark 40 Torpedo, Duranium Hybrid Plating, Reinforced Duranium Cladding Starship Weapons 2 - Light Lance mark II, Plasma Cannon, Valiant Railcannon, Vengence Gravcannon, Falcon Shuttle
It doesn't seem to matter much which branch of the tree I go down, I'll still get slight variants of the same stuff. I want plasma cannons? 3 of the choices get me plasma cannons. Railguns? 3 choices. Gravity drivers? Also 3 choices. Ok, if I want a torpedo, I've only got one choice. Ditto for shuttle. It's hard to tell the difference between the branches.
Maybe the branches should be organized more along the lines of what you get. Have a grav cannon branch, a railgun branch, etc. Having the RG-2 on one branch and the RG-3 on another doesn't really seem right. And being able to research the RG-3 before the RG-2 also seems odd.
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Post by captain nemo on May 3, 2014 17:44:58 GMT -5
Haven't seen any aliens yet... Normal at 1.48 AE
De Valtos Prime tells me to Build Defenses... but I can't see anyway of doing this, I'm guessing that I need to research something that I haven't ran into yet.
I like that we can do multiple projects at once, but will we be able to raise or lower the level of a project. Say I'm working on a mine and have a hab unit next but pop increases and moral is going down. Could I raise the hab unit up and make it the current working project and the mine would be next, and continue after that.
Enjoying the game so far !!
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Post by Officer Genious on May 3, 2014 18:09:40 GMT -5
Yeah, keep researching planet construction for defenses. And the aliens I typically stumble on trying to find anamolies. They're never far...
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Post by Brutus Aurelius on May 3, 2014 20:04:50 GMT -5
Now can Cory Trese tell us what exactly each one does? I guess bombard destroys upgrades, and land troops kills population, but what does the full scale invasion do?
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Post by Officer Genious on May 3, 2014 20:49:19 GMT -5
Now can Cory Trese tell us what exactly each one does? I guess bombard destroys upgrades, and land troops kills population, but what does the full scale invasion do? I got full scale invasion but I'm too broke to use it, lol. If my economy stops tanking, I'll let you know!
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Post by nails on May 3, 2014 20:58:40 GMT -5
Ok, ready for more please.
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Post by Cory Trese on May 3, 2014 23:39:31 GMT -5
Some of the tech tree distribution just doesn't make much sense to me. For instance, Planetary Construction 6 gives: - Titanium Prow (Prow) - Warded Hull (Structure) Those sound like they belong in Starship Construction, not Planetary Construction. Planetary Construction 7 also has a prow and a bridge, but nothing "planetary". The Faction Politics techs also contain a bunch of ship items, but they do also seem to have stuff like exchanges and spice dens that do have political use. It seems like there are just so much ship stuff (weapons, defenses, upgrades) that they ended up being spread out into techs that don't seem related. Frankly, I think there may be a bit of weapon type overload. I start looking at what tech to research next, and I have these choices: Planetary Construction 5 - FDF Harrison, Exchange I Planetary Engineering 1 - Factory 2, Fast Reactor 5, Long Plasma Cannon, Imperator RG-3, Trident Gravity Driver Starship Construction 4 - Reactor 5, Light Lance Array, Griffon Plasma Array, Imperator RG-2, Raptor Gravity Driver, Duranium Plating II, Duranium Composite Cladding Starship Engineering 3 - Mark 40 Torpedo, Duranium Hybrid Plating, Reinforced Duranium Cladding Starship Weapons 2 - Light Lance mark II, Plasma Cannon, Valiant Railcannon, Vengence Gravcannon, Falcon Shuttle It doesn't seem to matter much which branch of the tree I go down, I'll still get slight variants of the same stuff. I want plasma cannons? 3 of the choices get me plasma cannons. Railguns? 3 choices. Gravity drivers? Also 3 choices. Ok, if I want a torpedo, I've only got one choice. Ditto for shuttle. It's hard to tell the difference between the branches. Maybe the branches should be organized more along the lines of what you get. Have a grav cannon branch, a railgun branch, etc. Having the RG-2 on one branch and the RG-3 on another doesn't really seem right. And being able to research the RG-3 before the RG-2 also seems odd. You're definitely right about the technology -> rewards links -- Planetary Construction ended up getting some ship stuff dumped into it at the last minute. Shouldn't have done that and I've already fixed it. PC gets a bunch of new types of Colony upgrades and the Ship stuff moves to different trees. The weapon types seem like overload unfiltered by the types you can use. And sorting them out so the entire tree comes out of a single research tree is an on-going organization effort for the database that makes it. Great feedback and I'm working on incorporating it.
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