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Post by Rico's Roughnecks on Sept 20, 2014 20:18:18 GMT -5
nothing major... but when you are On the map screen and you select a ship it has fuel status above hull. When you enter the detailed ship screen, it has hull above fuel
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Post by fallen on Sept 21, 2014 10:58:36 GMT -5
rico - we try to fix them all, minor and major! #4X-2677
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Post by Rico's Roughnecks on Oct 1, 2014 0:21:44 GMT -5
How about sound/music switches without having to exit to main menu and reload the save game?
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Post by fallen on Oct 1, 2014 9:57:52 GMT -5
rico - thanks for the suggestion, its low on the list, but on there. We have now fixed #4X-2677
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Post by Rico's Roughnecks on Oct 7, 2014 17:18:47 GMT -5
In mid game, I built several spice dens at high quality planets. In late game with high level palaces, exchanges, mine 4 etc all producing lots of research, I am making too much RP and am tearing down spice dens but it's a pain to keep adding up all the RP from different buildings.
So, Some sort of indicator of how much research a colony is producing vs the amount activated by population that's actually effective, like factories and mines has.
I guess you don't want to add another graphic bar to the colony screen, maybe just change the RP number to a ratio, 4/6 making 4 being produced, 6 is the maximum (for a population 5 planet) or 7/6 indicating you are making more than you can use. Aside from fixing my difficulty, this would also show players when they could be making more RP by building more improvements
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Post by fallen on Oct 7, 2014 19:34:23 GMT -5
I have added #4X-2734 for this one!
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Post by dbwyld on Oct 12, 2014 15:50:23 GMT -5
I suppose this would be a minor wish... and maybe I'm just not doing something right, like tapping every grid square or some such. Is there any way explored space can be permanent? I know that tapping a star or anomaly marks it permanently, but I'd like to be able to see what sections of the map I've already scouted and such. Is that even possible?
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Post by Rico's Roughnecks on Oct 12, 2014 19:36:36 GMT -5
+1 I know it's fog of war, but maybe keep showing the square outlines for where you've explored even after it goes black. Especially good for big maps.
Or scout ships dropping Sensor buoys... maybe that's not a "minor request"
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Post by johndramey on Oct 13, 2014 0:38:32 GMT -5
Actually, that's a nice idea. If possible would we be able to implement a HoS style fog of war? The map being grayed out would be nice for knowing where I've scouted and where I haven't. Sure, most of the time it is enough to just trace known planets and the like, but it would be a little quality of life improvement.
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Post by Cory Trese on Oct 13, 2014 7:24:06 GMT -5
It would unbalance the game a great deal to make map fog permanently removed (like Heroes of Steel.)
In that case you'd only need to scout the Xeno territory once and forever be aware of their movements.
When i'm playing against new Xeno AI, I usually hide the fog layer so I can watch them carefully.
It makes the game really, really too easy.
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vylox
Consul
Colonial Minister of Clan Javat.
Posts: 89
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Post by vylox on Oct 13, 2014 14:50:36 GMT -5
There is no such thing as too much RP. Even with 200 or 300 RP per turn the high end technologies take huge chunks of time/turns to research...
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Post by Rico's Roughnecks on Oct 13, 2014 15:21:26 GMT -5
There is no such thing as too much RP. Even with 200 or 300 RP per turn the high end technologies take huge chunks of time/turns to research... True, but you can have too many RP generating buildings. Since you can only "activate" as much RP as population+1, if you have exchanges and palaces and mine4 that already create more RP than pop+1 there's no point having spice dens which do nothing but create unuseable RP (and entertain, but that's already covered by other buildings too) In mid game when there's no other way to get lots of RP I build 3 or 4 or 5 spice den 1s on planets that have quality and population to use them. But later on when other buildings are creating RP, the spice dens aren't adding any more
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Post by Cory Trese on Oct 13, 2014 15:37:34 GMT -5
There is no such thing as too much RP. Even with 200 or 300 RP per turn the high end technologies take huge chunks of time/turns to research... True, but you can have too many RP generating buildings. Since you can only "activate" as much RP as population+1, if you have exchanges and palaces and mine4 that already create more RP than pop+1 there's no point having spice dens which do nothing but create unuseable RP (and entertain, but that's already covered by other buildings too) In mid game when there's no other way to get lots of RP I build 3 or 4 or 5 spice den 1s on planets that have quality and population to use them. But later on when other buildings are creating RP, the spice dens aren't adding any more Demolish the Spice Dens? Curious why you are using SD 1 instead of the upgrades.
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vylox
Consul
Colonial Minister of Clan Javat.
Posts: 89
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Post by vylox on Oct 13, 2014 22:35:28 GMT -5
True, but you can have too many RP generating buildings. Since you can only "activate" as much RP as population+1, if you have exchanges and palaces and mine4 that already create more RP than pop+1 there's no point having spice dens which do nothing but create unuseable RP (and entertain, but that's already covered by other buildings too) In mid game when there's no other way to get lots of RP I build 3 or 4 or 5 spice den 1s on planets that have quality and population to use them. But later on when other buildings are creating RP, the spice dens aren't adding any more Demolish the Spice Dens? Curious why you are using SD 1 instead of the upgrades. in most circumstances the upgrades to Spice Dens or Spice halls take up valuable quality slots without providing enough benefits to justify their cost. If you could get Spice Halls prior to exchange 3 or Palace 2 or starport 4 then they could prove useful. However since the upgrades to spice dens come later in the technology tree, they are not progressive or provide enough to be useful. In all but my very first play I only build 3 spice den 1. One for each of the Prime planets. By the time they would be necessary there are more efficient upgrades available to me. @ Rico Are you overbuilding your colonies ? I do not see the problem you seem to be facing..... and i believe that you are incorrect about the RP max being current population +1... as i have multiple colonies with 3 or 4 population generating 7-9 RP....(I'd take a pic but i can not do that with the game running..... tablets are weird!). If there is supposed to be a limit or cap for RP i don't see it.....
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Post by Rico's Roughnecks on Oct 14, 2014 0:00:21 GMT -5
In my last game I was experimenting with different combinations of upgrades to get more RP and I figured out it was related to population, and after figuring it out the hard way I looked in the library and under RP it says RP require population to activate. You get one free, from then on you need a building to produce the RP and a population to activate it. Thulun can add 2 to that when they're not building and I guess rychart does also.
in that game and my current one (in year 5) for a long time in mid game My rp comes from starport 4 (2rp), palace 1 or 2 (1rp) and exchange 3 (3rp), plus one free =7. To get more than that, my only options are spice den 1 and 2 and both produce 1rp but den1 is cheaper
So for example in my current game year 5, javat prime has population 12 and 2 spice den1, so the 7rp enumerated above +2 =9rp (it could make 13rp but most of its quality is being used by mine3 so I can't build any more dens) Butakov Ring has population 11 and 12rp, the standard 7 plus 5 spice den 1. It's quality 21 so it has room to spare for all those. Since its thulun, it goes up to 14 when idle.
When I get spice den 3 I'll upgrade javat's dens and it will produce 11rp(still less than the 13 it could), but I won't upgrade butakov's because the maintenance cost per rp is 12.5 for den3 and only 5 for den 1, and quality isn't an issue
The next rp producing structure is mine 4, 28 turns past den 3. When javat replaces its 5 mine3 with 4 mine4, they'll add 4 more rp for 15, which is more than it's current population can activate so I'll tear down one of the den3. butakov only has enough minerals for 2x mine4 which will add 2rp, which is more than it's current maximum so I'd tear down 2 of the den1.
So, I was asking for an rp indicator that would show, for example if I never built all those dens on butakov, it would show 7/12, that I was making the standard 7rp I listed above but I could be making up to 12 if I built more structures. Or, when javat builds it's mine4, it would show 15/13. My buildings are creating 15 rp but there's only enough population for 13 to be effective.
And I almost never build spice den 2. It's higher maintenance than den1, by the time the population gets big enough to need that much entertainment I'll have built a advanced star port or palace or exchange to cover it
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