|
Post by hlo on Aug 19, 2014 9:31:43 GMT -5
What I have seen so far? If the turn events saying something about increase xeno activities, then these Solar War, Trade War, Duel of the Assassins, and even Embargoes seems to end.
However if my ships actually fight xeno ships, there is no end to these conflicts? We are actually fighting xenos, isn't that enough to bury the hatchet?
|
|
|
Post by Cory Trese on Aug 19, 2014 10:05:27 GMT -5
Nope, it's not. You seem to have it handled. It's the news from the trusted Star Trader Captains that draws conflicts to an end.
|
|
|
Post by hlo on Aug 19, 2014 10:12:45 GMT -5
I guess actually skirmishes or outright fleet action are essentially government propaganda that nobody cares.....
|
|
|
Post by Cory Trese on Aug 19, 2014 10:20:25 GMT -5
Still thinking about this. If you trigger Xeno aggression with an attack, should it end a Conflict?
I'm not sure.
|
|
|
Post by hlo on Aug 19, 2014 10:33:27 GMT -5
How about this?
In that 64x32 map with 20 worlds and 1 enemy. I have that system at (20,28) and the xeno have the few systems to my lower left from there. My ships are sitting around my systems and the xeno mob come charging at me. First its just 1 ship and next thing we all know the whole mob shows up. This could also occur a few squares out assuming I see them coming. Obviously I have the right to defend myself.
Isn't this a big enough xeno activity to end conflicts?
Apparently not in the Hard game I am playing.
|
|
|
Post by jayte on Aug 19, 2014 10:52:32 GMT -5
I noticed in the most recent playthrough that xeno aggression did not stop spy wars and other bad things, when they went aggressive, even when I wasn't the ones engaging.
it did for the earlier stages of the game, though. Perhaps the clans were so used to the war with the Xeno that they don't take these threats seriously!
Additionally, late into the game, the xeno would randomly attack me without a notification that they went aggressive. I would hit end turn, then suddenly, a xeno fleet would materialize.
An interesting observation (and I will be posting this in an upcoming strategy discussion thread), is that you can, during 'peacetime', kill the xeno colony ships without retaliation from their entire fleet. Xeno kept trying to sneak colony ships around the outer edges of the map (in black space) to colonize worlds far 'south' of friendly space. I kept a small group of about 3-4 ships just floating there in red space, and they would continuously intercept and destroy these ships.
|
|
|
Post by Cory Trese on Aug 19, 2014 10:57:06 GMT -5
I noticed in the most recent playthrough that xeno aggression did not stop spy wars and other bad things, when they went aggressive, even when I wasn't the ones engaging. it did for the earlier stages of the game, though. Perhaps the clans were so used to the war with the Xeno that they don't take these threats seriously! Additionally, late into the game, the xeno would randomly attack me without a notification that they went aggressive. I would hit end turn, then suddenly, a xeno fleet would materialize. An interesting observation (and I will be posting this in an upcoming strategy discussion thread), is that you can, during 'peacetime', kill the xeno colony ships without retaliation from their entire fleet. Xeno kept trying to sneak colony ships around the outer edges of the map (in black space) to colonize worlds far 'south' of friendly space. I kept a small group of about 3-4 ships just floating there in red space, and they would continuously intercept and destroy these ships. I'm sure there is something more going on, since the engine doesn't take turn or game stage into account.
|
|
|
Post by jayte on Aug 19, 2014 11:05:52 GMT -5
Close proximity to Xeno colonies perhaps? I was aggressively scouting them
|
|
|
Post by hlo on Aug 19, 2014 11:20:05 GMT -5
An interesting observation (and I will be posting this in an upcoming strategy discussion thread), is that you can, during 'peacetime', kill the xeno colony ships without retaliation from their entire fleet. Xeno kept trying to sneak colony ships around the outer edges of the map (in black space) to colonize worlds far 'south' of friendly space. I kept a small group of about 3-4 ships just floating there in red space, and they would continuously intercept and destroy these ships. Better tactics IMO is occupy the systems before first before the xeno colony ships do. Those colony ships (and yours too) have fuel limit. No fuel no colonization. On all maps I scout out the limit of my expansion and work on colonizing the boundaries asap. Once that is done, then I go about colonizing the backwater.
|
|
|
Post by hlo on Aug 20, 2014 7:57:55 GMT -5
What is the difference between "Star Traders report of increased xeno activities" vs "Actual Shooting war with Xeno"?
This morning in my Hard difficulty game on that 64x32 map with 20 worlds and 1 enemy. While I have 4 transports bombarding a xeno system and 8 escorts shooting out with the xeno fleet; Solar War started!!!!! On that small map I don't have the luxury to wait for $150K in the bank after enduring almost continuous xeno skirmishes at the system at (20,28). I have to create my DMZ with only 10K in the bank.
This is how I think the logic should go as to where "Solar War" and "Trade War" for sure should end and cannot start: - Star Traders report increased xeno activities. - More than 1 xeno ship enters players' visual range and have spent the last turn heading towards a player system. - Appearance of World Killer or Xeno Colony Ship (even by itself) near player's system. - Exchange of gunfire of "More than 1 ship" on either side in the last turn and the 2 sides remain in visual range this turn. (The lone explorer on a long range mission behind the lines won't count). - Player's transport has ordered invasion to xeno system(s). - "The More than 1 ship" only applies when there is no more than 1 Explorer or Exo-Scout or a fighter hull with Explorer ability in it.
|
|
|
Post by Cory Trese on Aug 23, 2014 17:40:52 GMT -5
I think the current system does a great job of approximating -- and it predicts everything in the bullet list.
Bogging down the CPU with a bunch of additional checks every turn, for the same result? Not sure we want that.
There have been some great posts recently about playing on higher difficulties and how to manage the economy.
Thanks for the feedback, I will keep working on making tweaks and balancing improvements to the current rules!
|
|
|
Post by warhog on Aug 23, 2014 18:41:05 GMT -5
Still thinking about this. If you trigger Xeno aggression with an attack, should it end a Conflict? I'm not sure. I'd say no, unless it's triggered by more than 1 faction. Trying to deal with the tension between your factions makes the game quite unique imo. So it would be like "we didn't want to colonize those worlds, you did. Those xenos are YOUR problem" If however your fleet and worlds consist of all 3 factions, they'd be more united when facing troubles?
|
|
|
Post by Cory Trese on Aug 23, 2014 19:00:30 GMT -5
Still thinking about this. If you trigger Xeno aggression with an attack, should it end a Conflict? I'm not sure. I'd say no, unless it's triggered by more than 1 faction. Trying to deal with the tension between your factions makes the game quite unique imo. So it would be like "we didn't want to colonize those worlds, you did. Those xenos are YOUR problem" If however your fleet and worlds consist of all 3 factions, they'd be more united when facing troubles? The better balanced the empire, the less likely you'll have long duration Spy or Solar Wars. Any time the Xeno become aggressive, and attack, it ends any existing Faction conflicts. This helps show that while they are fracture and probably hate each other, the Factions do want to survive =)
|
|