One more thing, it would be nice if the alt key's unit info display was remappable. I've been havin fun playing with all the icons turned off lately, but there are times when I want to hit something quick to see what is going on and being able to rebind it (I would use mouse 4 or 5) would be ideal.
Raymundus
I have often wished that so long as you even had a single ship left and an ally had a planet that you still be allowed to run around in the game. Not win of course, but still control your last few ships untill all friendly planets are dead. If your empire is about to fall and you had a cap or two near an ally then just hang out with him and support his stuff. Microing those one or two high level caps that make it out alive. It would allow the case you mention giving away your remaining
If that is the case... my mod will change the value to 0.01 and just multiply armor values by 5, so that it is easier to read and understand onscreen :) (as in 50 armor would mean an EHP of +50 percent).
Oops, forgot one more thing I think the game needs: One hotkey button to expand/collapse the entire Empire tree. Might not seem like much to some people, but having to use two keys for it right now means finding two unused keys near each other on the keyboard (or even worse using a Shift/ctrl/alt+key option). Neither are very easy options in the heat of battle.
Aha, I love topics like this. But to keep myself under control I will try and separate what I think are needed from what I just want. So in 1.03 I desperately think the game needs: - PJI improved. For starters they need their AOE increased, but also they need the effect strengthened (whether via upgrades, or bonus effects between linked wells of PJI, or something). I am sure you have seen the tons of topics on this lately. - The Empire Tree needs refinement. Having shi
Good review. I am actually surprised that a review thorough enough to notice the hotkey problems has popped up already. But it is kind of good to see even the major gaming sites aren't "getting" the whole sandbox-SP thing, perhaps there will be some hope for a campaign (or at least some plot advancing missions) down the road for the series.
Kordesh, I gave up on focusing fleets on my caps since the caps require more micromanagement than anything else, and I do not want the entire rest of the fleet to stop what they are doing and follow my cap every time I issue it an order :(
I have found the TEC superweapon to be vastly superior to the others, and the only one to really help with strategy. It does so much damage that blasting an enemy planet right as your fleet gets there can let a few caps finish the planet off very early in the battle. And once the planet is lost the enemy will treat it differently (there is a huge difference between rushing to save a planet you are losing and trying to recap one that has been lost). The Vasari one doesn't do enough damag
Thought I would mention the group move bug here again. The ctrl hotkey alternate function it has (which claims to toggle group move on/off but I wish it was just a single group move command) doesn't do any group move at all. It is the exact same as the regular hotkey in function, just a regular group command. If you want tog group move you must manually right click the button, and if you want a single group move you must manually right click the button, then issue orders, then right click to tur
Anyone know why there are two levels of explore? Is the first for artifacts and the second for these bonuses or something? Or is it just giving you two rolls to find something on the planet?
It seems to have some benefits, but still they are unknown to most players. I took over an entire system except for the AI's homeworld, had culture centers on every planet in the rest of the game, and simultaneously fired my 5 culture cannons at him. His planet registered 290% allegiance, in green so I think it was in my favor, but the planet did not flip. The planet-sight-if-culture-spreads-there is nice, and I think there are a few other utility culture techs in the high levels, but t
I must admit that from the start I was playing Vasari and I stunk. Then I moved to TEC and found it far easier. And lately I've been trying Advent and kicking butt. For TEC getting trade stations early helped, it was all just managing production after that. I have no useful advice on Vasari though, they seem incredibly weak until you can tech up to phase gates and then build them all over the place. WarpZone, do you really just constantly move your fleets from well to well? Are
There seem to be non artifact bonuses you can sometimes find on planets. I think they are just credit/mineral/crystal gifts, but the game is very vague on them and I could be wrong. Would be nice if there was a message in the unit window that popped up a big "+1000 crystal" or whatever to let us know what we won.
2 per planet? Yikes, that's dozens even in a small game. How high do you usually get your fleet capacity? My Vasari make so little money I try and hold off upgrading fleet cap unless absolutely necessary.
Just wondering how many colony ships people usually make in a game. It seems like colonizing and recolonizing is one of the major speed bumps slowing the game down for me. With such single purpose I rarely make more than 2 or 3 colony ships in a system, and never bring them in until after I am sure I am about to secure the planet. The problem is that I keep them away from the frontlines when my empire is stable, so I am always faced with waiting a few minutes for them to multijump there and then
When left to their own devices (not micromanaged) the AI tells our ships to go after what they specialize in anyway. So what you ask for is kind of automatically done. Maybe not 1v1 but with the shield mitigation it does spread your units out over most of the applicable enemies. Do you really encounter that many cases of two distinct fleets in the same well separated by enough distance that it makes sense to attack one over the other? Just curious, because I haven't really encountered s
Ack, I tend to exaggerate, now I feel bad :( It's just that when I type in my minor grievances they always seem so petty I sometimes feel the need to illustrate them with worst case scenarios.
Apparition I have been encountering weird movement a lot as well, I think it could be due to the game misinterpreting right mouse clicks. In theory a quick click should be the context sensitive action (like move) while long click is rotate camera, but a few times after medium length clicks (when all I wanted was a quick camera rotate) the game still chose the context action to move. So if you want to move the camera be sure to hold the mouse button down for a good half second first or b
Magicide, is that really the reason for the change? Kind of cruddy if that is the only reason why. In which case I would go so far as to suggest that the superweapons be made into ships and only allowed to shoot one or two wells ahead. They already look like ships, and would effectively be the huge catapults you wheel up to just outside the enemy's range to fire with, making them into uber siege units.
"Why make it so the PJI sucks? The only guess I have is that the developers (who seem very capable and talented) strongly catered to the feedback of their beta tester audience, which I'm guessing represented a poor sample for what most strategy gamers want as far as gameplay mechanics in a game like this." I wasn't in beta, but from what I gather the PJI there were more useful. No one seems to really know why they were changed. There are a ton of good ideas floating around on w
Ron, right there you mention part of the problem. All ships start with it off. And you have to remember to constantly turn each new one that pops out on, or else they will rush ahead of the group guys and get themselves killed in the future. I don't really understand why there is a jump button on the UI at all. Group-jump definitely, but not plain jump. A toggleable group-jump button, that also acted like a single group-move command when clicked once (identical to the attack button left
Those are all some great ideas. All the UI quirks and bonuses for sure. I am not sold on the 4th species idea, one that specializes on numbers and reinforcing on the spot. Not unless there is some significant rebalancing on how difficult it is to move fleets around to make it easier for the other species (which I am kind of hoping for anyway).
I like the control point sort of idea, I have seen other folks kicking it around with suggestions along the line of "Once one player controls 75% of the planetoids the other players have 10 minutes to get something away from him or else he wins". A slider with which we could vary what % this effect occurs at would be perfect.
I am not a fan of anything which even further reduces antimatter. I know the incoming fleet loses it's antimatter, making it seem like the defender has the advantage, but in reality since the defender most likely had to run his ships over from some other part of the galaxy he is going to probably be low/out of antimatter too. And without enough to cast abilities the battles end up being bland (abilities being the primary distinction factor between the species after all). In fact I plan on moddin
[quote]Add a domination victory condition. If you and your allies control more than say 70% of the planets then a countdown is initiated. If the opponents fail to reduce you below 70% control before that countdown reaches 0 then it's game over. Loved this in RoN.[/quote] I think this, and the option for "Loss upon death of Homeworld" are two of the best ideas for optional victory conditions so far. It seems very strange that the RT4X tries to bring in the best of both genres, b