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Post by djrr on Jul 25, 2014 13:56:28 GMT -5
#1 The Alien AI could be much better if it targeted injured ships. If I move a new ship in front of a 90% damaged one the Aliens attack the new ship instead of finishing the damaged one. I then go to the carrier, repair, and back into the fight. When I fight the aliens I always target the damaged ships to eliminate the next round of attacks. Seems that it would be easy to give them a parameter to prefer attacking ships when they are 50% or more damaged.
#2 Population. Need a way to move population. I would like to move population to a world with low minerals to create a factory world but the population never goes where I want. People should be able to migrate to planets with better opportunities. Similar to evacuating from a planet under attack. Maybe there could be a civilian transport ship that could be built to move people around the galaxy? Or an emigration tax?
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Post by Cory Trese on Jul 25, 2014 17:23:36 GMT -5
#1 -- this AI flag was experimented with but is ended up making the game really almost impossible on harder levels. I may play with turning it back on for some of the upcoming AI types, but at this point it's not something that balances as well as you might think.
#2 -- The Factions can be very difficult to manage. Upcoming releases may add some minor treaties that let you have active influence on Faction settlers and refugees, but a "Templar Prison Ship" that forces Star Traders to live where the Senate says ... not allowed under Shalun Law.
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Post by Brutus Aurelius on Jul 25, 2014 19:18:05 GMT -5
Does Evacuation move the Population to the nearest Faction system? I haven't used it since the Alpha, when I was still learning how to shoot the Xeno World Killers with everything.
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Post by Cory Trese on Jul 25, 2014 19:19:07 GMT -5
Does Evacuation move the Population to the nearest Faction system? I haven't used it since the Alpha, when I was still learning how to shoot the Xeno World Killers with everything. Yes, at the cost of Credits and Morale. More information about that will be added to the Library and Turn Log ASAP.
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Post by Brutus Aurelius on Jul 25, 2014 19:20:45 GMT -5
Ok cool! I knew it cost Credits, and the Moral drop makes sense. And I remember Morale dropping no matter what except repelled invasions, which also makes sense.
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Post by Cory Trese on Jul 25, 2014 19:24:46 GMT -5
Ah, I mean the receiving world may have lower Morale.
They have to take a Spice Test when the war-weary refugees arrive.
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Post by Brutus Aurelius on Jul 25, 2014 19:40:15 GMT -5
SPICE TEST 1. NAME TWO EFFECTS OF SPICE It makes me high, and it keeps me from rebelling against our Glorious Overlord 2. WHERE DO YOU GET SPICE The Spice Dens built and maintained by our Glorious Overlord. 3. WHO BRINGS YOU THE SPICE? Star Traders sponsored by our Glorious Overlord. Did I pass the Spice Test Cory Trese ?
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Post by beuns on Jul 26, 2014 3:15:42 GMT -5
SPICE TEST 1. NAME TWO EFFECTS OF SPICE It makes me high, and it keeps me from rebelling against our Glorious Overlord 2. WHERE DO YOU GET SPICE The Spice Dens built and maintained by our Glorious Overlord. 3. WHO BRINGS YOU THE SPICE? Star Traders sponsored by our Glorious Overlord. Did I pass the Spice Test Cory Trese ? lmao !!
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deucemaccoy
Curator
[ Star Traders 2 Supporter ]
Posts: 55
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Post by deucemaccoy on Jul 27, 2014 0:41:05 GMT -5
Cory, this minor treaty you mentioned will settle my population control idea nicely. :-)
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