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by nweismuller
Sun Aug 11, 2019 3:24 am
Forum: General Forum
Topic: New DLC
Replies: 44
Views: 1774

Re: New DLC

Is pops being happy going to have some purpose yet apart from stopping rebels? Revisiting this: it's not clear that happiness is ever intended to have a purpose beyond a safety buffer. (That said, I end up playing the Phidi partly with an objective to make sure I am creating a happy, prosperous soc...
by nweismuller
Tue Aug 06, 2019 5:59 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1626
Views: 540967

Re: Report - Current Bugs and Issues

"Unruly" races never become unhappy. That... makes a weird sort of sense. They are happy they are setting fire to the streets. :D Thanks. More precisely, they're always 'unhappy', but retain some level of productivity and will not revolt if you keep their morale high enough- but if their ...
by nweismuller
Thu Aug 01, 2019 8:53 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 940
Views: 300393

Re: Suggest - Features and Improvements

So I think the biggest impact of making this change is that the Harpies plasma spitter attack (which is also classified as an energy torpedo weapon) would end up being immune to PD interception. That's a huge change to the early game balance, and I suspect not a good one. Good point, but Harpy enga...
by nweismuller
Thu Jul 25, 2019 9:57 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 940
Views: 300393

Re: Suggest - Features and Improvements

It would be nice to have some year labels along the x-axis of the Intelligence Briefing graphs so we can better fix when things happened on them. Not necessarily labelling every year, of course, but enough to place points on the graph.
by nweismuller
Mon Jul 15, 2019 10:11 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 940
Views: 300393

Re: Suggest - Features and Improvements

- In the meantime, the Yokal offered to join my empire, and on the next turn the Gremalk did the same, so now I've got a lot of legacy warships I can't redesign. It's not immediately obvious, but even in live, you should be able to refit ships that aren't of your racial design using planetary produ...
by nweismuller
Mon Jul 15, 2019 9:55 am
Forum: Testing
Topic: Discontent populations, staffing, Scavengers, and Gaiads
Replies: 9
Views: 1591

Re: Discontent populations, staffing, Scavengers, and Gaiads

That said, we are talking about making some of the native races enslave-able, where it makes sense (Lummox, Wrem, Algorians, Pell). This consideration also applies to Harmonization, which in game terms is more or less the same thing. How about Spice Mongers, Threshers, and Tarib? None of those are ...
by nweismuller
Thu Jul 11, 2019 6:08 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 940
Views: 300393

Re: Suggest - Features and Improvements

Shouldn't Harmonised populations suffer penalties to coin income, as well as science income? Tinkers themselves lose coin income, presumably due to lack of individuality (and thus independent economic activity); I'd think Harmonised aliens would be similarly disadvantaged in economic activity. It's ...
by nweismuller
Tue May 28, 2019 2:09 am
Forum: Testing
Topic: Discontent populations, staffing, Scavengers, and Gaiads
Replies: 9
Views: 1591

Re: Discontent populations, staffing, Scavengers, and Gaiads

if you ask me, what I find odd about these minor races is that they somehow mange to keep they population at 3 for hundreds of turns ... and then the moment major race colonizes the planet, they realize that they want to start multiplying like rabbits :shock: I sort of figured that was due to the t...
by nweismuller
Mon May 27, 2019 9:25 pm
Forum: Testing
Topic: Discontent populations, staffing, Scavengers, and Gaiads
Replies: 9
Views: 1591

Discontent populations, staffing, Scavengers, and Gaiads

Do Scavengers and Gaiads count as 'discontent populations' for purposes of improvement staffing? If they don't, I suspect at least the Gaiads- who 'do not participate in alien economies' probably should.
by nweismuller
Mon May 27, 2019 7:03 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 940
Views: 300393

Re: Suggest - Features and Improvements

The Artificial Sentience description text claims it provides +20 science per planet; actual observed game effects are +15 science per planet.

edited by sven: Thanks for the report. Should be fixed in the next patch.
by nweismuller
Mon May 27, 2019 6:15 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 940
Views: 300393

Re: Suggest - Features and Improvements

I propose that in addition to gaining planets, fleets, technologies, and ship designs when annexing an ally, that one should also have ships in their trade pool added to your trade pool. The fact that it doesn't happen now feels more like an oversight than anything else. Yes, this was an oversight. ...
by nweismuller
Sat May 18, 2019 4:15 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1626
Views: 540967

Re: Report - Current Bugs and Issues

Why does selecting the 'Trade' production at a colony *more* than double the coin output? It is exactly double for science. Edit: for that matter, why does mining not exactly increase metal production by 1/3? I'm pretty sure what you're seeing with Trade is gross income doubling, making net income ...
by nweismuller
Tue May 14, 2019 9:35 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 230
Views: 15207

Re: Testing Economic Balance Changes

Ah, it's not immediately obvious in the top-level income breakdown that you get a base income now. It's not a bug, just an information presentation issue, then. It might be worthwhile adding an item in the income breakdown to make that more clear.
by nweismuller
Tue May 14, 2019 9:20 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 230
Views: 15207

Re: Testing Economic Balance Changes

Something is very off with income calculation in the current build. Uploaded game_8116, where coin income is at +42 where it should be something in the +20s. Hard to tell what exactly is wrong- calculations seem correct per planet but that overall total per turn is way off.
by nweismuller
Tue May 14, 2019 8:59 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 230
Views: 15207

Re: Testing Economic Balance Changes

The capping of foreign trade routes based on domestic trade routes fixes a problem that's bothered me for a while, which is 'factions where 90% or more of their income comes from trade revenues from their trade pact with me'. It began straining credibility.

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