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by Arioch
Wed Mar 24, 2021 10:03 pm
Forum: Testing
Topic: Steppes Hostile Environment Discrepancy
Replies: 10
Views: 11844

Re: Steppes Hostile Environment Discrepancy

The maximum population calculation is abstracted so that you are rewarded for adding population that is more suitable to underused biomes on a planet, but you are not penalized for having sub-optimal population (as we feel that would lead to very tedious micromanagement).
by Arioch
Tue Mar 23, 2021 11:34 pm
Forum: Testing
Topic: Steppes Hostile Environment Discrepancy
Replies: 10
Views: 11844

Re: Steppes Hostile Environment Discrepancy

Arid worlds (including Steppes) have variable atmospheres. Those with a "normal" atmospheric density (listed in the planet info pane and indicated by greening on the surface) don't have the Hostile Environment penalty; those with a "thin" atmosphere do have the penalty. All of th...
by Arioch
Sat Mar 20, 2021 8:17 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1187
Views: 1147032

Re: Suggest - Features and Improvements

zolobolo wrote:Charged damage I assume is the same concept you have implemented to Orthin Busbar systems?

No. Charged/electrical damage type does extra internal damage if it penetrates armor and shields.
by Arioch
Sat Mar 20, 2021 6:59 pm
Forum: General Forum
Topic: New DLC
Replies: 153
Views: 168918

Re: New DLC

Could this be used to generate unique planets by seeding different starting water elevation levels even within the same class of planet? Yes. Or to dynamically generate the devastation level? e.g.: There would be two sea levels and coloring, one representing overall sea level (blue) and the other t...
by Arioch
Sat Mar 20, 2021 6:52 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1187
Views: 1147032

Re: Suggest - Features and Improvements

"Viable" is not the same as "optimal." I can and do win games using ion cannons, so it's not accurate to say that they are not viable. I think we need to add mods for non-lasers, and I think it would help to implement the "charged" damage type to distinguish ions from l...
by Arioch
Sat Mar 20, 2021 6:41 am
Forum: General Forum
Topic: New DLC
Replies: 153
Views: 168918

Re: New DLC

Working on a planet asset that's designed from the ground up to be transformable from Arid all the way to Island, and to also have a Swamp world phase.

The colors represent separate elevation layers.

pontus1.jpg
pontus1.jpg (238.77 KiB) Viewed 14869 times
by Arioch
Wed Mar 17, 2021 8:34 am
Forum: General Forum
Topic: DLC 3 and 4, from the Suggestions thread...
Replies: 78
Views: 112391

Re: DLC 3 and 4, from the Suggestions thread...

The starlane mechanic was really restrictive in Endless Space 1 (you were essentially blind to anything outside your territory), but it works a lot better in Endless Space 2.
by Arioch
Wed Mar 17, 2021 2:40 am
Forum: General Forum
Topic: DLC 3 and 4, from the Suggestions thread...
Replies: 78
Views: 112391

Re: DLC 3 and 4, from the Suggestions thread...

zolobolo wrote:Well I think this is due to the lack of interation with the core elements of the game.

I think you just described MOO4 in a nutshell. It doesn't feel like the designer really understood what made the original fun.
by Arioch
Mon Mar 15, 2021 10:05 pm
Forum: General Forum
Topic: DLC 3 and 4, from the Suggestions thread...
Replies: 78
Views: 112391

Re: DLC 3 and 4, from the Suggestions thread...

Are you also working on DLCs 3 and 4 parallel to 2 so there might be a shorter time between 2 and 3 then 1 and 2? The Fiirkaz ship concept looks awesome was thining maybe you guys are toiling also over the later DLC in parallel :) No, not really. We talk about ideas for future features and where we...
by Arioch
Mon Mar 15, 2021 6:23 am
Forum: General Forum
Topic: New DLC
Replies: 153
Views: 168918

Re: New DLC

Would I be right to guess, based on that terraforming chart, you can also try and move a glacier closer to an island with terraforming stations? Of interest to me, given how I mostly play Phidi, and increasing the population cap of Eluz a bit is fairly important to increasing its productivity. Also...
by Arioch
Sun Mar 14, 2021 10:33 pm
Forum: General Forum
Topic: New DLC
Replies: 153
Views: 168918

Re: New DLC

The earliest available terraforming techs will be Terraforming Stations (these are essentially atmosphere processors similar to those seen in Aliens ) which allow you to thicken or this the atmosphere, Solar Mirrors which allow you to raise the temperature, and Solar Shades which allow you to lower ...
by Arioch
Sun Mar 14, 2021 4:13 am
Forum: General Forum
Topic: New DLC
Replies: 153
Views: 168918

Re: New DLC

Both Coral and Paradise transformations will be special cases, and not just regular destinations on the default tech tree. And the effects will not necessarily be the same as they are now. While it might not be a huge deal to do special versions of the homeworlds as they could probably be handled mo...
by Arioch
Sat Mar 13, 2021 11:23 pm
Forum: General Forum
Topic: New DLC
Replies: 153
Views: 168918

Re: New DLC

The original continent map of Verrold:

planet texture yoral homeworld to garden1.jpg
planet texture yoral homeworld to garden1.jpg (249.08 KiB) Viewed 12001 times
by Arioch
Sat Mar 13, 2021 10:38 pm
Forum: General Forum
Topic: New DLC
Replies: 153
Views: 168918

Re: New DLC

In the current live game, there are a few useful Planetology techs that increase the habitability of planets by 1, but the transformation techs are all at the very end of the tree, and so don't really come into play in a normal game... terraforming is sort of a toy for the endgame, but once you get ...
by Arioch
Sat Mar 13, 2021 9:41 am
Forum: General Forum
Topic: New DLC
Replies: 153
Views: 168918

Re: New DLC

The menu seems promising: is it for selecting the track on which the planet should be terraformed or is it only for overview of the progression? It's for both. Though you can see progression on the normal planet screen. ss_terraforming_wip1.jpg The max pop measure seems to decrease with subesuent s...

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