Observations

I had at the end of the week so I played the game for few hours. These have probably already been reported, but for what is it is worth, here are some observations:

* Selecting a large number of ships to be placed into a group at the later stages of the game (with about 40 or 50 ships in the group), you sometimes have to select all of the ships twice in order to get them into the group. There appears to be a problem in handling clicks, since sometimes it works as expected and other times not.
* Is there a way to remove a group? I have wound up with ships showing up in multiple groups. Normally, when you assign ships to a new group, they are removed from the older group. This could have some advantages though, (call it a feature) since tactically it would allow you to group like ships in small groups, then subgroup them to a large group. Actually --- that probably is a cool feature if it was intended!
* Ships when they make the jump in a group, should travel at the speed of the slowest ship. Otherwise, why put ships into a fleet if they get fed into the meat grinder one at a time?    This could be added as a research item at the higher levels (say around 12 labs).  
* Is there a modifier for the number of star systems that the game will generate at the various levels? It would be nice if there was, since that would allow the user to change the size of the game based on his systems performance.
* Its pretty cool that if you take an enemy planet or asteriod and it has a high likely hood of revolting. What is not so good is that it does it immediately.    The only way I have been able so far to colonize enemy worlds is after the enemy is totally defeated. With no population showing, it is kinda hard to make the case that new colonists would automatically revolt, since this was an enemy who was trying to kill them just a few minutes ago.  
* On generation of asteriods during creation of the game, you sometimes wind up with with asteriods at the end of a chain with no resources. That's cool, but sometimes the game lets me put structures in the asteriod grave well and sometimes it won't.   Does not appear to be consistent in this.

Thanks.
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Reply #1 Top
Ships when they make the jump in a group, should travel at the speed of the slowest ship


Um, just set them to jump all together and they will (for the most part) jump in together... Its not like different ships have different jump speeds, anyway.

Is there a modifier for the number of star systems that the game will generate at the various levels?


You can make a 'custom' map, if thats what you mean: number of planets, stars, and artifacts under control... Or you can just choose small instead of medium or large...

Its pretty cool that if you take an enemy planet or asteriod and it has a high likely hood of revolting. What is not so good is that it does it immediately. The only way I have been able so far to colonize enemy worlds is after the enemy is totally defeated. With no population showing, it is kinda hard to make the case that new colonists would automatically revolt, since this was an enemy who was trying to kill them just a few minutes ago.


The dev's have admited that the system needs tweaking, but the basics are here to stay. Also, be aware that orbital bombardment doesn't kill the entire population, only the administrators and other "in charge" people from the enemy government -- the planets "core" population remains untouched.
Reply #2 Top
lol, how do you nuke a planet from all sides and only kill the admins?
Reply #3 Top
lol, how do you nuke a planet from all sides and only kill the admins?


I have observed that people in administrative positions are generally less hardy than the working folk. The game simply demonstrates this general rule of nature. Or as Christopher Walken once said "Blue blood tires quickly"  
Reply #4 Top
Tactically.
Reply #5 Top
The dev's have admited that the system needs tweaking, but the basics are here to stay. Also, be aware that orbital bombardment doesn't kill the entire population, only the administrators and other "in charge" people from the enemy government -- the planets "core" population remains untouched.


Which is imho actually a pretty bad exculpation. It was bad in GalCiv and it is bad here. It just isn't plausible. I mean, I bomb a planet with nuclear weapons which seem to be in the fifty megaton area, justing from the size of the explosions. Those things are able to flatten small countries.

And I still hate this basics of instaflipping. (Now more then ever, with twice as fast instaflip!

Argh!)

Reply #6 Top
well, instaflip is gone (or so they say for the next patch), and I already posted about the nukes so
Reply #7 Top
Which is imho actually a pretty bad exculpation. It was bad in GalCiv and it is bad here. It just isn't plausible. I mean, I bomb a planet with nuclear weapons which seem to be in the fifty megaton area, justing from the size of the explosions. Those things are able to flatten small countries.


The explosions are exaggerated so you're able to see them. If the game showed Krosovs launching conventional weaponry at the planet, you wouldn't have any pretty graphics to look at. And anyway, those explosions are much higher than 50 megatons. I mean, if those worlds were about the size of earth, those mushroom clouds are over 1000 km high.
Reply #8 Top
lol, all those nukes and the planet is still fine. TAKE THAT AL GORE!
Reply #9 Top
Besides, planets don't get nuked... that would leave them utterly useless to you until the radioactive fallout was gone.

Your ships actually just launch HMVs at them (Hyper-Velocity Missiles) at, oh, a "large" fraction of lightspeed. Most of the effect of the nuke, but 100% clean!
Reply #10 Top
uhm... im guessing giant holes in the planet and all plant life and buildings destroyed and lava flowing out of the ground isn't clean?
Reply #11 Top

uhm... im guessing giant holes in the planet and all plant life and buildings destroyed and lava flowing out of the ground isn't clean?


Clean as in not radioactive, containing no irradiated materials or spent nuclear warhead.
Reply #12 Top
except I'm sure that they were using radioactive materials on the planet surface, and when you send a really quick object into them, it causes massive compression making large temp and pressures, making BOOM!s.
Reply #13 Top
OK, so if there were any nuclear reactors on the surface you get some radiation from them (hopefully they're using fusion reactors, so there's no plutonium / uranium floating around). But you don't get any radiation from the missile itself.
Reply #14 Top
still not clean
Reply #15 Top
The workers are protected due to their occupation of thick cubicle walls, typically located in the basements of office buildings and far away from windows which are at a premium. The administration occupy almost totally glass encased offices on the top floors of the highest buildings making them easy kills. They melt like plastic army men.

While some of the workers do die in the bombardment, without the administrative cast creativity and productivity increase to offset the contributions of their fallen bretheren.

Its perfectly logical  
Reply #16 Top

still not clean


Depends on how you define "clean"...
Reply #17 Top


still not clean


Depends on how you define "clean"...


Reply #18 Top
Kosc, please feel free to use a working pic there
Reply #19 Top
Works for me
Reply #20 Top

Works for me


Well, all I'm getting is a itsy-bitsy "broken picture" icon. If I didn't know better, I'd say that that was on your computer, but http://www.tvacres.com/images/mr_clean1.gif is clearly a web address. Leaving me to wonder if that sight requires log-on of some kind to use. Which I obviously don't have
Reply #21 Top
you see their not using nuke bombs their using nuke bullets with tracking. that can identify who's in charge.
Reply #22 Top
lol, it's nice to know that this thread hasn't gone totally off topic...

and lol@ron, did you ever try just going to the address? XD
Reply #23 Top
Is there a way to remove a group?


Simply assign the group using Ctrl+number without any ships selected.

On generation of asteriods during creation of the game, you sometimes wind up with with asteriods at the end of a chain with no resources. That's cool, but sometimes the game lets me put structures in the asteriod grave well and sometimes it won't. Does not appear to be consistent in this.


Some are 'Asteroids', and some are 'Dead Asteroids'. That's the difference (deads don't have any resources and can't have any logistics orbitals built).
Reply #24 Top

and lol@ron, did you ever try just going to the address? XD


Gee, why didn't I think of that idea -- of not being lazy