SirDamnALot wrote:Also, I drop a colony on Algor with Algorians and the colony starts with a farm. Is that intended?
Yes. Given the way the resource system works, even a colonist type with relatively high food production (like the algorians and lummox) are only at best self-sufficient. Giving them a starting farm avoids the situation were you start a colony on a planet that you've been told is likely to be a source of food exports, and instead find that your people are immediately starving.
Also, in r17065, I've patched the lummox so that 1) they will start with a farm in new games, and 2) they should produce food on Arid and Glacier worlds (either of which they have a chance to spawn on).
Chasm wrote:Fresh game, latest patch, Ashdar imperials are colonizing with Spice mongers (game started 1 hour ago realtime). Lummox issue resolved however.
Atm, this is working as intended. As spice mongers don't currently have the 'primitive' trait, or any other trait that would prevent them from being used as colonists.
Spice mongers are actually an excellent race for many colonization purposes -- they get a huge coin production boost, and have very high population caps on Arid worlds. They're supposed to also have the infertile trait (which would significantly slow down the otherwise quite strong spice monger-spam strategy), but, um, that's not implemented yet. So atm, they're a bit OP.
Options menu covers up the logo text and looks bad as a result Build R17066
Two pictures here, 1920x1200 with 25% scaling and no scaling. Scaled is worse, but they both look pretty bad due to the game's logo being partially covered with text and/or ui elements overlapping it. Maybe reduce the height of the options screen to prevent text/ui on the options screen from overlapping the title logo like this?
While tabbed out of the game you can hear UI sound effects being triggered by the mouse moving over where elements would be if the game was the topmost/focused window. Build R17066
Fire up the game, windowed or fullscreen both will do this but windowed is easier. Place it in the center, note where the menu buttons are for new game and such, then tab out and place a different window over it. Make sure the second window has focus, then mouse around where the stars in shadow menu items should be. You can hear the soft sound effects for mouseover firing even though it is not the active window anymore.
Edit: If you place the top window just-so, you can see menu items highlighting in SIS underneath the active window. Example attached.
Attachments
Highlighting under active window.png (1004.85 KiB) Viewed 18384 times
My people, fresh off the ship onto a world I bombed and invaded, are +10 morale for being liberated. Build r17066
Uploaded as game_1301. I'm the Yoral (for a change), and I found a human colony right next door. Bombed them with my scout, brought over the colony ship. Bombed again before sending down my starting colonist population as an invasion. Took the world, -20 morale on the refuges for invasion and bombing. Dropped my 1 unit of population down on the world, they're at +10 morale for being liberated.
Expected behavior would be that the liberation bonus should only apply to population on the world at the time I took it, or at least population types on the world at the time it was taken.
Yoral transport ships - troop pods shuffle visibly every time you make a selection in the planetary build menu. Build r17066
Playing as Yoral, go into a planet and click on something to build while watching the cargo modules on the Yoral troop transport design visibly shift vertically. Suspect this is probably the same root problem as the issue with turrets on some larger ship designs, except this is more noticeable due to the pods being both larger and more numerous. Not to mention being rather likely to be smack in the middle of the list of buildable items.
Weirdness around independent colony of Teros colonists under pirate siege Build r17066
Uploaded as Game_1302.
I found Solanar early in the game, pirate colony ship and light cruiser in orbit. Fled with scout. Noticed I could communicate with the independents there. Made an embassy, checked in now and then. Nothing much going on with em. Eventually send ships down to clear out the pirates, figuring they aren't connected. Boom! "You liberated us!" Oh, you were under siege? I had no idea!
It seems off that I was able to establish an embassy and chat them up while they were under this kind of threat.
Also, after they joined me they had no morale modifiers. This doesn't seem to jive with the annexation dialog that uses the word 'liberated'. Would expect the same +10 mentioned earlier this evening, or maybe a less positive word. 'Incorporated', maybe?
r17066 Dev, game_1304 around stardate 1289: Bombing a marauder base with Raiders as ground troops. Advisor text says "we destroyed x hovertank brigades" Ashdar slave casualties are labeled haduir_slaves and teros_slaves
bombing.png (59.57 KiB) Viewed 18377 times
After conquering, Vega had 3 markets, 3 mines and a farm. 7 Slots total. I demolish a market (or anything else) and the slot vanishes with it. I demolish a second imrpovement and now I get an empty slot. Seems like the marauders cheated with the amount of improvements available?
Stardate 1302 On Algor I am able to do city planning and the planet is shown as 14/15 pop, even if both populations (Teros and Algorians) have a stable max. They don't have clean numbers though.
Able to research Zero-Point Energy and unlock quantum generator, leapfrogging fusion and antimatter entirely. Build r17066
Uploaded as Game_1303. I can research Zero-Point Energy and don't even have fusion.
Zero point depends on Advanced Field Theory and Nanoscale Fabrication, one for 500 and one for 600. Zero point is still an expensive tech, but it seems like an oversight that it is possible to leapfrog past two prior tiers of power generators.
Gremak dissidents on invaded marauder world are happy that I freed their human slaves. Build r17066
Uploaded as Game_1305
Invaded Haldor II, a Marauder world, and captured some gremaks and human slaves. The gremak colonists, gremak dissidents, and human slaves were all at -12 morale, and there was a 50% revolt risk. I liberated the human majority population and the revolt risk disappeared. However, the gremak colonists remained at -12 morale and the gremak dissidents went to -9 instead, with a new +3 mod for freeing the slaves.
My expectation would be that the dissidents would be more angry at me for freeing their old slaves, not less.
Edit: Also, the humans went from -12 to -7, gaining only +5 for being liberated. This seems a bit low for the population actually being released from bondage, vs just reacting to it. The humans elsewhere in my empire had the same +5.
Edit2: The slaves also got the +8 luxury goods modifier for the market, same as the gremak. That seems off, maybe lower luxury morale benefit for slaves?
Orbital science stations seem to be too good compared to planetbound research. Build r17066
Science stations give research based on how many system points are in the slot they sit in. A basic space station has a 40 and a 20 point system slot. Put power in the 20, a science station in the 40, and you get +14 science per turn for zero upkeep and regardless of population. Rush to starbases for a second slot, and each and every world can put two of these babies up for +28 science per world, per turn, regardless of population.
The first lab is costing me 225 wrenches. This station design costs 230 and 54 metal, so the cost difference isn't very significant. Even if I put the world on research, two stations will beat three labs handily, until significant tech increases and population to support more labs. Meanwhile, my people are free to crank out cheap ships or more money or what have you.
The Yoral here don't seem to have shipyards, but if I recall correctly from playing the humans the shipyard ought to be able to pull twice as much research while providing the ship production speed boost and cost only slightly more.
Shipyards don't really help this much, the main issue is actually the improved solar panels tech advance. At that point, you can house 2 science labs (no need for a power plant) for a + 21 research orbital that only costs 254 hammers and 30 metal. Then when you get heavy hulls, and can put 2 in orbit of every world, even the marginal ones. When the time comes you can replace certain ones with shipyards (1 construction yard, 1 science lab and 1 nuclear reactor) for + 21 also, but they cost about 400 hammers and 500 metal. Please see uploaded game 1318 for an example of the balance issue...
Last edited by Chasm on Sun Sep 18, 2016 7:40 am, edited 1 time in total.