Post by Awesomdary on Jul 20, 2014 5:20:06 GMT -5
Hi, I really where you're going with the game
There is however a few minor bugs.
Treaties
First off, and this is one of the more anoying ones... Treaties, in general is so buggy I sometimes want to pull my hair out....
Here are a few anoying bugs in the Treaties department.
Colonization and Aliens
Now here is a way to exploit the fact that Aliens for some reason don't get a turn when you Colonize a planet. I Build a fleet of Colony ships and send them out to the planets I want to colonize, I make them all wait untill they are in place, and then I start my attack, then instead of ending my turn, I colonize a planet, the aliens don't get a turn and I can press on my attack without fear of reprisal or fear of them getting new ships. I can do this untill I run out of colony ships.
Ships
Assault Fighter, set with the biggest Boarding Pod is unable to fit more than a meager armor and be level 1 or 2 since there is no reactor with 5000 or greater mass that has 2 AP... Perhaps Change "Fast Reactor 13" to have 2AP/3MP instead because it seems redicules to have 1/3 when the Fast Reactor 14 has 1/4 at the same refuel and Maintenance cost. but even then the highest end Boarding Pods or Close in Defense will still take up too much Mass to be able to put any sort of half decent Armor on the Assault Fighter.
Also I cannot find any information on what Close in Defense even Does....
Aswell as all the different types of damage and shielding:
Alpha Damage, Gamma Damage, Theta Damage, Hypersonic Attack (I think this is Torpedoes?), Radiation Shielding, Alpha Shielding, Neutron Shielding, Theta Shielding.
As well as what the general Critical Chance is, What the level (Experience, from combat) of the ship does for the ship.
Perhaps this would be more clear for me if I had Played the Star Traders RPG, but sadly I have not.
Research
Only a few minor things here.
I would like to be able to que them like in Colony Construction and for any left over RP to be allocated into the next project instead of dissapearing into the void
Also there seemed to be More Research options than depicted in the research Tree, like Planetary Construction 10 (which is not depicted, and gives nothing)
Colonies
This seemed to work really well, although I don't understand why certain projects have to be built in a empty que, when I can add other things to the que afterwards and then move everything around in the que... seems a bit odd...
Please make leftover CP Carry over from one project to another if its not too much of a hassle?
Also when you have to upgrade over 20 planets individual buildings... perhaps a Upgrade all of a type button would be nice on each planet... upgrading 3-5 Hab 2's per planet on over 15 planets to Hab 3's is tedious work maybe even a colony manager you can toggle on/off ?
There is however a few minor bugs.
Treaties
First off, and this is one of the more anoying ones... Treaties, in general is so buggy I sometimes want to pull my hair out....
Here are a few anoying bugs in the Treaties department.
- I spend ages negotiating a trade route only to see it cruble 1-2 turns afterwards... it would be nice if treaties in general lasted longer than 1-2-3 turns... since I spend a lot more both in time and credits forming these, I would like to get something for my time...
- Trade Routes vs. Trade Alliances, (And this one I really hate!) if I have 1 Trade Route and 1 Trade Alliance and then negotiate another Trade Route my Trade Alliance is downgraded to a Trade Route instead of getting a second Trade Route... :/
- Having 2 Trade Routes and a Solar War, I could just negotiate a Trade Route to get rid of the Solar War.
- Basically the only thing worth doing is stack up on Trade Routes, because anything else will be a waste a few turns later...
- Also where ever the EP gets allocated seems incredibly random... I can start 3 Different Treaties at the same time and they end up ending in another oder than I started them in or by cost or in reverse order, there seem to be a random allocation of EP to them. I would like for these to be Top down que like Colony Construction.
Colonization and Aliens
Now here is a way to exploit the fact that Aliens for some reason don't get a turn when you Colonize a planet. I Build a fleet of Colony ships and send them out to the planets I want to colonize, I make them all wait untill they are in place, and then I start my attack, then instead of ending my turn, I colonize a planet, the aliens don't get a turn and I can press on my attack without fear of reprisal or fear of them getting new ships. I can do this untill I run out of colony ships.
Ships
Assault Fighter, set with the biggest Boarding Pod is unable to fit more than a meager armor and be level 1 or 2 since there is no reactor with 5000 or greater mass that has 2 AP... Perhaps Change "Fast Reactor 13" to have 2AP/3MP instead because it seems redicules to have 1/3 when the Fast Reactor 14 has 1/4 at the same refuel and Maintenance cost. but even then the highest end Boarding Pods or Close in Defense will still take up too much Mass to be able to put any sort of half decent Armor on the Assault Fighter.
Also I cannot find any information on what Close in Defense even Does....
Aswell as all the different types of damage and shielding:
Alpha Damage, Gamma Damage, Theta Damage, Hypersonic Attack (I think this is Torpedoes?), Radiation Shielding, Alpha Shielding, Neutron Shielding, Theta Shielding.
As well as what the general Critical Chance is, What the level (Experience, from combat) of the ship does for the ship.
Perhaps this would be more clear for me if I had Played the Star Traders RPG, but sadly I have not.
Research
Only a few minor things here.
I would like to be able to que them like in Colony Construction and for any left over RP to be allocated into the next project instead of dissapearing into the void
Also there seemed to be More Research options than depicted in the research Tree, like Planetary Construction 10 (which is not depicted, and gives nothing)
Colonies
This seemed to work really well, although I don't understand why certain projects have to be built in a empty que, when I can add other things to the que afterwards and then move everything around in the que... seems a bit odd...
Please make leftover CP Carry over from one project to another if its not too much of a hassle?
Also when you have to upgrade over 20 planets individual buildings... perhaps a Upgrade all of a type button would be nice on each planet... upgrading 3-5 Hab 2's per planet on over 15 planets to Hab 3's is tedious work maybe even a colony manager you can toggle on/off ?