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Post by kyleobrien on May 8, 2014 6:04:33 GMT -5
Example could be that Cadar and De Valtos have a treaty. Cadar builds a "gas station" between Cadar Prime and De Valtos Prime. Due to the treaty De Valtos gets cheap gas. Maybe 50% off. All od a sudden Cadar decides to torp De Voltos, now for De Valtos maybe the price is 125% regular price. Hope y'all can follow this. I like it, but what if you only have the original 3 colonies and Cadar and De Valtos are several squares apart? Just thinking out loud. Unless you mean the player puts the station there. Sorry, brain crashed. Lol I mean if they were only a few squares apart then it wouldn't matter but if they were maybe 20 squares apart then you could. I was thinking that the station would be put there. Honestly it would work exactly like a gas station. That station itself makes no water-fuel, that has to be delivered by which ever fraction owns the station, and other fractions can stop by and fuel up and take a rest. In my mind I'm think a man made station that docks several ships for fueling. Not very big, and makes no fuel itself.
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Post by Lesleyr on May 12, 2014 9:10:05 GMT -5
How about being able to see the damage done to alien ships ie how many hit point they have left? Something along the lines of what you have done with HoS monsters would work.
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Post by fallen on May 12, 2014 9:52:07 GMT -5
Lesleyr - that was available in P1, but I am not sure that it is working in P2. Will check into this again. There was a damage description if you clicked on a target.
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Post by ChocoCrowbar on May 12, 2014 10:49:48 GMT -5
There still is a damage description, but it's pretty hard to know how much torps are needed until the die.
The World Killers have a lot of armor and take more shots compared to the tiny shooters.
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Post by johndramey on May 13, 2014 16:29:43 GMT -5
I've been playing the latest alpha build and noticed a decided lack of aggression from the Xenos this game. Not sure if it's because I've been expanding like mad, and thus cutting off their avenues of expansion, but aside from a single colony/massdriver/torpedo ship push (which I handily destroyed I've not seen any pushing from the xeno. I have a vague idea of where they are, but I feel that they should be pushing a lot more than they are, especially because I'm playing on hard. Anyways, anyone noticed this? Did I just get an unlucky game? *edit* Ah, speaking of damage text, this is what the game currently displays for a lightly damaged enemy; " ... with only minor damages.That isn't correct, you should take the "s" off of "damages" so it reads; " ... with only minor damage."
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Post by d34thspawn on May 14, 2014 0:17:07 GMT -5
I think Cory mentioned that if you spank them soundly early on they won't come back for a while now, kinda save their strength you know? I'm not 100% sure
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Post by Cory Trese on May 14, 2014 0:33:29 GMT -5
Have you see the Turn Event "Star Trader Captains report increased Xeno Activity." ?
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Post by nails on May 14, 2014 8:38:20 GMT -5
Two things:
Request that the different xeno factions have different flags or names. when i check each group out in the information screen, they are different levels etc, but I have no idea which is which on the map. I would prefer to take out the higher level one, but don't know who to attack.
Second, and maybe I am just being dumb.
one of the things I expect from better buildings is more efficiency. And while this seems to work for habs and mines, factories just don't seem to get it. I never get to a point where I can carry less factories and generate the same CP and still be able to build more habs to keep up with population. What I would like to see is something like: Factory 2: 3 cp from 2 POP Factory 3: 5CP from 3 POP etc This way I can keep my CP steady while reducing my number of actual factories to make room for more habs etc. It kind of works out if you get to Factory 3 and Hab 3. At that point you get 3 Fact:4 habs. But that is sooo far down the research tree for factory 3 that you already need new habs to keep up with population which wipes out the usefulness of the factory 3.
EDIT: does the +1 trade bring in CP or Income? either way, it doesn't help with actual employment which doesn't help morale
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Post by fallen on May 14, 2014 9:03:31 GMT -5
nails - are you playing on v1.0.7? Check the Trade bonuses from Factories, which is where you are gaining big time by taking a F3. Looking for efficiency gains for Pop vs. CP is something you'd want to do later in the game, not as early as F2 and F3. During this early stage, it's a great benefit that you can do what 4 upgrades could do 1 instead. EDIT: +1 Trade is a CP point that is never spent on building, so its profit all the time. It is highly influenced by Conflicts / Politics.
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Post by nails on May 14, 2014 9:09:21 GMT -5
nails - are you playing on v1.0.7? Check the Trade bonuses from Factories, which is where you are gaining big time by taking a F3. Looking for efficiency gains for Pop vs. CP is something you'd want to do later in the game, not as early as F2 and F3. During this early stage, it's a great benefit that you can do what 4 upgrades could do 1 instead. EDIT: +1 Trade is a CP point that is never spent on building, so its profit all the time. It is highly influenced by Conflicts / Politics. I guess I am not understanding. right now, I have Habs 3 and Factory 2. Factory 2 gets me 3CP for 3POP and habs 3 give me 3 POP/Hab so yes, this is better than when I was getting 2cp for 2POP and 2POP/hab, but it is still a 1 factory to 1 Hab ratio and with a fixed planet quality, I am never getting where I really want to be which is more Habs than Factories without going over the quality points. And where does trade +1 impact, CP or Income? EDIT: OK, I am down with trade +, and while that is nice, it doesn't help with my need to build more habs while staying within quality.
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Post by Officer Genious on May 14, 2014 9:54:49 GMT -5
Have you upgraded all your existing hab one's?
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Post by nails on May 14, 2014 10:07:15 GMT -5
Have you upgraded all your existing hab one's? I have nothing built below Habs 3, Factory 2 and most of my mines are 2 as well
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Post by Officer Genious on May 14, 2014 12:12:53 GMT -5
Should be able to go past planet quality so long as you build spice dens to keep the citizens quiet...
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Post by fallen on May 14, 2014 12:17:13 GMT -5
Yeah, in this case, I'd suggestion going over planet quality.
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Post by nails on May 14, 2014 12:26:59 GMT -5
Yeah, in this case, I'd suggestion going over planet quality. So what are the impacts of going over quality?
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