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Incline Remnants of the Precursors - Happy Easter, bitches

Discussion in 'Strategy and Simulation' started by RayF, Mar 31, 2016.

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  1. index.php Cipher

    index.php
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    The more I play the less I like the space monsters :| They somehow feel... out of place. The game would be so much better if they were nerfed.
     
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  2. Joined on the 4th of July Arcane

    Joined on the 4th of July
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    1,402
    Unchecking "Raging Barbarians" option at game start would certainly be more convenient way than downloading the source code, setting up build environment, getting familiar with the code base and so on. :M
     
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  3. Grotesque ±¼ ¯\_(ツ)_/¯ Patron

    Grotesque
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    Divinity: Original Sin Divinity: Original Sin 2
    so feature complete also means the tech discovery/research art is in?
     
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  4. RayF Arcane Patron Developer

    RayF
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    Nope. It means feature complete.

    There is still a bit of artwork being worked on during the beta.
     
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  5. RayF Arcane Patron Developer

    RayF
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    What's funny is that I've been playing "Old World" a lot lately, and "Raging Barbarians" is my go-to option.

    Anyway, in Beta 1.11 you can now turn off Random Events.
     
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  6. index.php Cipher

    index.php
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    B-but I dont want to turn off random events, they're fun. I just want weaker space monsters.:(
     
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  7. RayF Arcane Patron Developer

    RayF
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    • :M :M x 1
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  8. Infinitum Learned

    Infinitum
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  9. rezaf Arbiter

    rezaf
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    I feel your pain. After being forced to abandon my third game in a row, I went through the trouble of recompiling me a version of the game with a space crystal that still does the same amount of damage, but is a litleral glass cannon and will blow up if looked at funny.
     
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  10. 3 others Novice

    3 others
    Joined:
    Aug 11, 2015
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    Been playing this on and off this month. I've really enjoyed my time with the game, you've done a great job with it: being mostly faithful to an all-time elegant design and adding your own flavor in places. Portraying the Klackon hive-mind as a singular "I" was especially a nice touch (your artist also did a great job with their spy).

    Some beta notes follow. Sorry for not posting these on Reddit as I don't use the site:

    0) Most important thing first. The AI doesn't feel "bloodthirsty" enough, and doesn't really do warfare effectively. Usually their war declarations result in little more than a small skirmisher fleet entering 1 or 2 star systems and then getting repelled (despite possibly having a significant fleet strength advantage), or managing to conquer the star system they're interested in. After that it's Phony War all the way so they make no further attempts to gain systems. Now, due to the defensive nature of midgame MOO1, this may be a fully reasonable decision but the AI seems REALLY passive after its first attack and REALLY unwilling to press any advantages it might have. I can leave a front very lightly guarded against someone I'm in war with to attend some other war declaration elsewhere and still the AI makes no attempts to advance or capture any systems.

    This seems to apply to AI-AI conflicts as well. The systems different races colonize tend to stay with their owners even though they might be at war for a century. At most, a few systems might change hands.

    There was one exception to this when the expansion phase was over everywhere and Meklars on Hardest difficulty made a series of concerted efforts to conquer my bridgehead planet between our core worlds. They actually succeeded while I mopped up a few of their fringe planets and we had many turns of glorious galactic scale warfare going on. Then they won a Council victory and I had no interest in trying out the Final War scenario since you had released a new version of the JAR. So no idea if Meklars might have extended their warring efforts after they secured their initial objective.

    1) The AI has a tendency to create functionally identical ships with 2 separate designs. Hard to see any purpose for this:
    [​IMG]

    2) The AI also has a tendency to scrap <90% of its fleet strength at once. The Silicoid in this screenshot were not warring with anyone. They just got bored with their designs apparently:
    [​IMG]

    3) The distance estimator map mode should round decimals upwards. I had this situation occur where a 4,0 ly star required the 5 parsec fuel cell technology:

    [​IMG]

    4) I think MOO1 didn't have these either but how about more fleet selection options when deploying? I might want to split my 1200 small ships to 2 fleets, for example, and the only way to do this is to click-click-click 1-increment arrows. My suggestions would be a "select half" option and a 10-ship increment with right-click, or something similar.

    5) The ambassador texts seem occasionally mixing up who's speaking to whom. When accepting a trade pact, the alien ambassador says something like "The [player civ] eagerly await the goods from [alien civ]"

    6) It's odd to be in a war with someone, have the relations jump up to affable+ due to bombing a shared enemy, and have an audience with their ambassador who refers to me as a dear friend etc. yet refuses to sign a peace treaty. Ambassadors from warring races should give a neutral-at-best greeting.

    7) The ECO slider doesn't seem to follow the CLEAN level quite right. In the early game when factories are being built, the amount required to keep the planet CLEAN usually decreases as the factory capacity is filled but the slider keeps missing this. I think earlier versions didn't have this issue.

    8) Missiles could show a similar MISS text as the beams do, if none of them hit.

    9) Anti-matter torpedoes are being shot every turn.

    10) If all 6 ship slots are full, I'd still like to have the option to start designing a new ship to see what I can fit in with the current tech without having to scrap an existing ship.

    11) Why keep the inconsequential Size & Power visible in the ship designer main view and keep the most important Space attribute hidden in the item selection menus? Do the Size & Power even have any effect in ship cost or anything?
     
    Last edited by a moderator: May 18, 2020
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  11. Lagi Learned

    Lagi
    Joined:
    Jul 19, 2015
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    Location:
    Desert
    3 others provide great feedback, esp. point 11. I have no grasp what the size and power is about. All that matters for me is a Space, can I squeeze one more laser?


    what bothers me is the 3x tabs that i have to check in Colony menu.

    Cannot Colony looks like that? 1 table, No clicking. There is still space for "notes" (and resources, but I would just put "Ultra poor" as predefine note) . Fraction like "20 / 100" for pop and factories would be very helpful.
    [​IMG]

    edit:

    the space monsters are nice balancing factor to the game.

    The crystal so far eat 2x of my planets, for first planet I try to stop him, and he also destroy one of my fleet. Which allow to survive to other races I was at war with.
     
    Last edited: May 20, 2020
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