*** RELEASED 6/5/2018 ***
Balance
Fixed
UI
I tried running some soaks and I wasn't seeing anything odd about them (they were 5 out of 6 in the last game i let autoplay). So I'm not seeing anything to balance yet, but I'll keep my eye out for any issues.
Another easy-to-fix issue:In the Slaver's research improvement line, the first two (Research Chamber and Stockade) give +2.5% to Research per level. But the next three (Research Motivator, Extractor and Amplifier) give only +1% to Research per level.This doesn't make sense at all and I assume it is a copy-paste error. They should all give +2.5% to Research per level, that's the way it is in all other improvement lines.
I have the saved game files if you want them.
Glad you guys are liking it!
Just a couple of ideas. The ship list on the main screen. Don't get me wrong I liked having it since you introduced it a long time ago. The problem comes in when I change a ship like changing a constructor into a starbase; when, that happens the list starts over. It would be nice if instead the list started with the next ship that was in the list.
Introducing uncolonized planets on the planet list on the main screen was a good idea, but introducing opponents colony's that you have discovered lists would also be a good idea that way I don't spend a long time looking for a colony; sometimes, not finding it to send a freighter to, to avoid war. This needs to be carried a little further grouping the planets by civilization, and showing the civilization capital first. The civilizations should be alphabetetise first; then the colonies; other than the capital needs to be alphabetise.
It would be nice to add an option to double click to select a tech, and return to the main screen when selecting a tech through the tech tree to research.
It would be nice on the main colony screen if in the build list you could double click to delete a build item. This would also be nice in the shipyard.
Can we put the ship builder back on the main menu.
In multiplayer if you build the eyes of the universe the other players receive the benefit.
In multiplayer the taxation setting it skips inconsistently when you try to use the arrows to use the tax slider.
On your precious metals the approval adjancency is +2; even, though it says +1.
Not an issue on the same level of importance as most of what's been posted or worked on so far, but the balance for the original release campaigns feels somewhat broken with Intrigue's release (my wife and I attempted to replay from the start of the story when Intrigue hit and ended up holding off until it could hopefully be reworked).
The combination of the production wheel of yore with the tax slider from Intrigue and none of the mechanics (that we got to) from Crusade feels like a very strange place to play (for example, going 100% industrial/research early on (for those first buildings/techs) while having tax rate at 0% gives you full production as well as a sizeable morale boost at no cost).
When things have settled down with more important patch issues, we're hoping that the campaigns can be rebalanced to work with the expansions as well (death to the production wheel! *coughs* ahem), but in the meantime, wanted to raise the issue so that it's in the queue.
Thanks for all the hard work so far, and looking forward to seeing more things continue to get ironed out
This is more of a question I have never seen more than two levels on my diplomats vouging with my opponents; yet, I have room for four diplomats can I raise it 4 levels with 4 diplomats if I can't why are we allowed four.
The Aurorus shipyard mission menu label is "AurorusMission_Name".
Also, it would be a HUGE quality of life improvement if you would please add the missions as options to the shipyard command sub-menu in the Govern Civilization screen. Individually keeping the idle shipyards busy when they aren't building ships is horribly tedious.
It would be nice if my planetary governance options would be global to set for when a planet is colonised to change the default with the ability to override the options on a planet per planet basis.
Fixed last patch.
Colony Module costs 23 Maintenance, looks like some one pressed 2 and 3 by accident. Well it will cost 23 when ship component maintenance gets fixed as someone else has already pointed out it does not work with OnTime but needs to be Flat.
I have this fixed my end, it does have some large impact on economy, since ships from 3.0 untill now, have cost very little to nothing. I know tourism was reduced pre 3.0 release and would not have been so bad if people had realised ships were not costing what they should have been. If you do need to adjust the economy again to compensate (I think you probably will tbh) Trade routes could do with a look at before Tourism .
AI does not use tourism improvments at all and is not benefiting from the new economy like it should be.
Promethion Refinery does not give the +5 Promethion listed with the planet trait. In DLC4_PlanetTraitDefs.xml the target type for it is <TargetType>Planet</TargetType> when it should be Faction.
Thulium Moon and Durantium Cloud have lost the bonus resources they used to give like Promethion Refinery.
Devout Influence improvements still have pre 3.0 influence bonuses, they effectivly give less than the Market Center and should be equal or better than the default ones (used the internal names) :-
The 2 wonders, KrynniacMinistry (15%) and KrynniacSanctuary (25%) seem a bit low for wonders to me.
When looking at the tech tree, the research value at the bottom left corner of the screen will overlap the "Research" text if the research value is greater than 3 digits.
Also, if you have any improvement over Lvl 15, the level number that displays over the improvement will disappear when you click on the improvement.
Lv 15 and under, you can see the improvement level over the improvement when you click on it...
But once you pass Lvl 15, it disappears.
These two things have been in since v1. Not a big deal, but thought I would point it out anyway.
I think tourism might be broken. Or maybe I don't understand how it works. I built a couple of ports and it changed my weekly income from -650 to +400,000 a week. I built a couple more and now I'm getting -419,000 per week. All building happened before I clicked "Turn" See screenshot.
I'm noticing that the AI is not exploring.
AI is still always building a starbase next to their bazaar.
Can you send me a save from this game? I'm curious where all the money is coming from.
All fixed, thanks!
The Iridium Center chain also has a low bonus for influence ( 0.1 )
Fixed, thanks.
The 3.03 optin has been released.
If I use the opt in but my opponent on multiplayer don't deos that affect my ability to use multiplayer.
Also can we make it that when a game starts it automatically take out what we don't have; instead, of requiring us to uninstall dlc to play multiplayer; because the 2 of us have different dlc's.
Multiplayer requires the data on the 2 computers to match. You aren't playing on a hosted server (on one computer), everything is playing a separate copy of the game on their own computer and syncing actions between them. That doesn't work if the data is different (ie: you get a message that your opponent built a ship that your copy of the game has never heard of).
You can't play multiplayer if someone is in the optin and someone else isn't. But you can switch back to the normal branch at anytime to play MP.
I wish we had a better solution for having to match DLC. By the time you choose a multiplayer game all the data is loaded so it's to late. I hate to have it automatically disable DLC (because people often miss that and won't understand why a month later their DLC isn't working), but I know that doing it manually is a pain. Ideally we would have a screen in game to enable, disable and sync DLC. But we don't have anything like that on the schedule.
The original values in the base vanilla un-modded game were actually "0.8, 0.4". I was the one who recommended "0.2, 0.1" a long while back after someone on here posted about the problem with highly clumped start positions. So apparently my values got adopted at some point, which I didn't realize had happened, heh.
I spent 2 hours trying every possible combination of values it seemed like when I worked on this 2+ years ago, so I assume I must've tried something like "1.0, 0.5" at some point, and I know I felt like I got the best results by far with "0.2, 0.1", so I doubt I liked these new numbers. But I'm probably not going to fire it up to test again any time soon, so who knows, maybe they're better. They're certainly much closer to the original vanilla values. Hope it works for you guys.
There are many great features available to you once you register, including:
Sign in or Create Account