Simplicity123

Simplicity123

Joined Member # 2586767
0 Posts 0 Replies 1,327 Reputation

Bugs/potential bugs: 1) The ideology tree doesn't highlight properly (or perhaps enough) when selecting an ideology. 2) I have seen cases in battles where one side doesn't appear to fire but still is doing damage as normal. 3) Influence boundaries should swap resources to starbases within those boundaries, should they not? 4) Is it just me or does population growth (for the Iconians at least) seem REALLY fast. I never build colonial hospita

0 Replies 7,579 Views

Couple of minor things the still annoy me about the release candidate: - Search and replace Moral for Morale. This typo is everywhere. - Ship movement movement indicator shows ship range and NOT where you'll get to in one turn. It's super annoying to click on the "1" and then have your ship not get to it. Perhaps because some moves were already taken.

3 Replies 13,428 Views

I'm still confused about the ship classes. When I do ship battles, I tend to get into scenarios where I have one force hanging back while the other gets bombliterated. Surely it would just always be better to have EVERYONE hang back so that only the full force can be engaged at once. Why not make everything a capital ship then? And since it's the capitals who have all of the hit points and armor, don't I actually want them in the front taking all the hits

29 Replies 236,885 Views

[quote who="abiessener" reply="11" id="3541469"] Quoting Ryat, reply 5 No its Chick. Tom Chick designed this particular chit system and now it gets called chick in Stardockian lexicon. It's named after Tom because of his long-standing advocacy of detailed tooltips, yes. He didn't design our particu

22 Replies 131,584 Views

[quote]We have a whole new chick designed for giving information on ships because frankly, the current readout is just not enough (weapons range for example). [/quote] This looks great and brave to cut what isn't working, but more importantly... Did you really just say "chick" again? It's CHIT. CHIT: a note; <span class="oneClick-link oneClick-availab

22 Replies 131,584 Views

Being different from Civ is not a crime. There's nothing wrong with that. What I don't like is the way the design makes non-critical buildings (i.e. non production, research, influence) almost not worth it to build. That's all. And I think Planetary Defense falls into that category.

13 Replies 31,428 Views

Yes, the building one thing at a time constraint is there in GalCiv also. That's what I'm proposing as the better alternative for choice here. Think of how much better a game that would be. You could still have interesting choices there. You could build sensor buildings. You could make pop growth buildings that don't instill regret as your planets near insta-fill with population. Here's why planetary defenses will always be worse than anot

13 Replies 31,428 Views

The benefits of another lab or factory on every planet DO significantly outweigh the benefits of planetary defense on every planet. If you're letting transports hit your undefended planets, you've already done something wrong. I keep hearing this "I want choices" defense of bad design. Let's compare to Civ. In Civ, cities are not limited by "City Quality", though they may be limited by terrain. Any city can be made defensible, given the investment i

13 Replies 31,428 Views

1) Planetary defenses have too much of an opportunity cost. In Civilization, say, building walls on your city doesn't make your city less effective. You shouldn't need to take up extremely valuable production/research space to defend your planets. Instead, have slots along the bottom of the map specifically for defense structures. The only cost there is when they get built. I would also suggest upping their cost some. This means that people will act

13 Replies 31,428 Views

I think that hitpoints in general need to come up some. Long range beam ships seem silly overpowered right now because getting in the first strike tends to mean blowing up all enemy ships without taking any damage yourself at all. If the hitpoints were higher, then beams wouldn't blow up your opponents in two shots. Longer range would be an advantage but not annihilate fleets completely before they can close and get some damage in. The numbers that are use

0 Replies 4,917 Views

Let's assume it's crushingly penalizing to trade tech. You get 1 tech for every 3 of yours that you trade away. If there's three other players, you are now doubling your tech points by trading vs not doing so (you're doubling those three opponents techs as well). If there are more than three players, you must participate in the tech trade game or get destroyed by the AIs that do. Also, how much more micro intensive has that become? Do I now have

16 Replies 39,935 Views

Along with that, whenever you come to such high levels of micromanagement, it's essentially an unfair advantage against the human player. The computer can compare techs with all of its neighbors every turn. Sure humans can do that too, but your game suddenly becomes ridiculously boring. If the advantage for this comparison is too high, then it becomes annoying to play the game. Which defeats the purpose of making the game in the first place. Similarly with

16 Replies 39,935 Views

This can't be fixed by an AI evaluating it's own tech against the player's unless the player's tech ranking is brought into play. But frankly, that's a terrible, self-defeating mechanic that is nothing better than something for the tech morons of the game to catch up. I don't mind if tech trading is a part of the game, I like a certain amount of it. But there's a good hundred techs. Even if you've only got five players, that's a lot

16 Replies 39,935 Views

It seems to me that not only is tech trading a crazily time consuming fiddly part of this game so far, it's an absolutely necessary one. I shouldn't be able to contact everyone around me and suddenly triple my research. I realize that I can disable tech trading, but it sure seems out of whack. It makes research speed almost proportional to the number of players in the game. Isn't this game going to support 100 players? You guys are going to ascend on

16 Replies 39,935 Views

[quote who="Gilmoy" reply="5" id="3519794"] I support the OP's terminology! Wormholes as first-class values! Then I can write a lambda function that returns a wormhole, remote-run it on your PC, and your entire call stack falls into the wormhole! ... but some programmers argue that this has already happened in the past. From the outside, it's a Big Crash. From the inside, it looks like a Big Bang ... [/quote] So wha

17 Replies 82,570 Views

[quote who="5myosin" reply="1" id="3519613"] There are "interstellar rifts" that have yet to be fully implemented in game. As far as I understand them, they satisfy 1,2, and 5. [/quote] If this is the case, then the wormhole "artifact" should just be thrown out. I can think of few situations where I want to send my (likely single) survey ship on a Lost in Space adventure.

17 Replies 82,570 Views

The UI has a few major problems with it that I see. Too many important details are hidden from the user or are not easy viewable. The most glaring example is when the button becomes "Turn". Not "Next Turn", just "Turn". This button is small, subtle, way in the corner. And "Turn" is the same color as any other state. I spend half the game clicking on this one button. Going next, next, next (not just turns but to do my next action). Why is this

0 Replies 5,738 Views

The way wormholes are implemented as an artifact that throws you Voyager-style into the middle of nowhere and then disappears is really lame. Wormholes are the sort of thing that could really spice up the map. They should be fully realized as a feature if only to provide texture to the landscape. They should: (1) persist, (2) be two-way, (3) allow influence to flow through, (4) be named by the discoverer (5) Be labeled at both ends on the map&

17 Replies 82,570 Views