sven wrote:There's still a few things that need fixing before this can move over to vanilla (like the "lost transports" bug you encountered).

sven wrote:There's still a few things that need fixing before this can move over to vanilla (like the "lost transports" bug you encountered).
Yeah, 'Hard' is feeling authentically hard. My own experience is that if I'm careful with my influence spending, I can usually get at least one of the AIs around me to form an alliance, and the various benefits of that, plus generally careful play, are usually enough to get a win.nathanebht wrote:Started two games as Tinkers with version r38550, 88 star, box shape map on hard. Both times I've concluded that I've lost. The lack of natural population growth seems to be the cause.
I didn't get lucky with other useful races early in either game. So no natural population growth that I could borrow. By the time I run into other empires, I'm noticeably behind on tech and ship production.
I played for a few hours from this starting position, and it is certainly a difficult one. I think you had a very strong start, given the relatively poor initial worlds. But declining to form an embassy with the Imperials as soon as you had the chance was probably a mistake. I'm guessing that your game plan was perhaps to conquer the Imperials early, but what you couldn't know was that Imperial's starting position was far, far better than yours. Given that, I'm fairly sure that winning any early game conflict against them is impossible. If there is a winning strategy here, it's probably to bend over backwards in an attempt to ally with either the Imperials or the Orthin, and then cooperate in taking over some of the other AIs. (In my playthrough, the Humans and Phidi got into a war against the Imperials, and I could then join that, on the Imperial's side, with the potential to expand into human space.) And yes, it may well be that the only way to pull this off is to surrender Toliman if/when the Imperials ask for it.nathanebht wrote:Had saved one of the Tinker games where I concluded I lost. Uploaded, game_8611.
Yeah. Phidi, in particular, have some very strong mechanics that you can leverage to just absolutely steamroll on hard. I considered nerfing Opil after a few cakewalk Phidi playthroughs, but, Arioch talked me out of it. Discovering how to play well as Phidi is fun, and if experienced players decide that it makes the game too easy -- they can always try Phidi on Brutal, or just play a different race.nathanebht wrote:I find that hard difficulty is generally a good experience but that the race pick is a big factor.
Yeah, there's always been a sortof "inflection point", where the game switches from being exciting to feeling like you're just grinding out a forgone conclusion. What I'm liking about this balance is that the inflection point usually happens deeper into the game, and so there's a chance that you'll actually get to use later game techs in conflicts that matter.nathanebht wrote:If you can't make friends then you'll get attacked early when the AI is out producing you. If you can survive to the mid game with a good size empire then you've won. The AI can't compete after that.
I'll take a look -- warp inhibitors are rarely used, so there's a reasonable chance a bug has gone by uncaught here. Thanks for mentioning it.nathanebht wrote: I'm not sure warp inhibitor was working when I used it in several systems.
Glad to hear you've had generally good experiences.nathanebht wrote:Played three Human games with version r38568, 88 star map on hard.
If you implement the new race utilizing this side of the techtree right off the bat it becomes relevant for suresven wrote: The next big game mechanic revamp we have our eyes on is terraforming, and now that the mid and end game is becoming more meaningful (on Hard/Brutal, anyways), I'm increasingly confident that we may be able to implement revamped terraforming rules in a way that adds something positive to the gameplay.
In my last game as the human, I got the yoral as my neighbor to the west, and they quickly decided to invade me because they thought me weak. I had delayed the inevitable a bit by appeasing them when they asked for one of my planets (that, fortunately, was not situated at an important point) and also by sending ships to most systems they wanted to colonize, telling them it was human space, but agreeing to let them take it as they always insisted. (Amusingly enough, this happened in one system they had already colonized, too: they sent a colony ship to another planet in that system, I had my scout, I told them it was human space, and I got the bonus for agreeing to let them colonize a second planet in their own system. As fun as that was, it might be worth addressing.)nathanebht wrote:The AI too often likes to bomb planets to extinction but capturing is so much better.
This is a really impressive game. Nicely done!SgtArmyGuy wrote:Uploaded game 8691 for review. Humans on Brutal.
Yeah. I would go further, and say Brutal maps in general often feel like they're somewhere in that "grey zone" right now; winning is possible, maybe, but you need both a bit of luck and really consistently impeccable play. I'm still having fun on 'Hard', myself, but Brutal is there for players who want to push the limits.SgtArmyGuy wrote:They're hovering somewhere in the gray zone of being too tough to kill to be fun anymore, though. If they decide to smack you, there's not much you can do about it - the only winning move is not to play. I'd keep an eye out for their power level, as well.
Only the Orthin have four system slots on their ships that are consistently filled with shields from one game to the next.sven wrote:That said, the Gremak and Phidi were both incredibly dangerous in this game as well -- if you'd ever had to face either of their main fleets directly, it would have been a disaster. So I'm not certain the issue here is so much "Orthin are OP" as it is that winning as humans on a Brutal map is just exceedingly hard. Which is maybe one to file under "working as intended"?
Maybe some of both? Your playstyle is very aggressive, so I think you tend to either win fast or lose fast. On Hard, at least, slower approaches that involve more diplomacy and teching can work well too; but I'm actually not certain if it's possible to do anything but rush the AI on Brutal -- their tech advantages are strong enough there that playing a slower game may be effectively impossible. I'll need to play (or watch) more games to get a better sense of what strategies are really viable on Brutal right now.SgtArmyGuy wrote:I never seem to reach late-game (tech-wise) in any of my playthroughs. Am I winning too fast, or teching too slow?
I have hit Dread Stars a few times, though that's just because you can score big tech discounts from the derelict colony at Ephelos II (or other derelict specials), that make it affordable to research relatively early. The intention behind the tech balance is for players to finish the game before they get too deep into the late game techs (though special events may drop a few in your lap early).SgtArmyGuy wrote:The furthest I've ever made in the tech tree is Stargates, and after building a few, the game was again over.
Yeah, I think it's something we may need to think about. I've had games where I've come within a vote or 2 of "winning" via council vote, even while it was clear that the balance of power was still very much up in the air. And in your game, it did feel like you were robbed of an epic final confrontation between your alliance and the Gremak/Orthin.SgtArmyGuy wrote:Maybe a re-check on the victory conditions of Council Victory is in order? I mean, the general situation in the galaxy can still be damn interesting at this stage (for example in that last Human game I uploaded, there were still strong empires with strong fleets on the board). However, you just win because you have the most pop.