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Re: Open Beta Patch v1.12b (last update 21 october)

Posted: Thu Oct 27, 2022 9:08 pm
by zgrssd
KingHalford wrote: Mon Oct 24, 2022 9:30 pm This looks great, I'm glad our criticism of solar power particularly has been addressed! This is exactly how I'd have approached it too I think, now it is more realistic in its output and the variation per planet sun exposure is very thematic. Hopefully now it'll be less of a "no-brainer" to build solar everywhere.
I think I can find a old suggestion of mine to that effect, if I bothered to look.

Solar Panels were simply too effective - and way to universal.

Edit: I think my idea was to cut solar panel production by a factor of 10, but in turn make them T3 starting tech.
No idea if my suggestion included star distance, however.

Re: Open Beta Patch v1.12c (last update 28 october)

Posted: Fri Oct 28, 2022 10:32 am
by Vic
Bump!
New patch!
Have to stop adding features that might cause new bugs and focus now on getting things stable and updating the main (non-open beta) version.

Thanks for all the feedback! I cannot overstate how important it is to me.

Please do start a new game with v1.12c and check if there is nothing weird with the Logistics (as well as with the new Transfer & Zone Unit Supply features)

Best wishes,
Vic

Re: Open Beta Patch v1.12c (last update 28 october)

Posted: Fri Oct 28, 2022 1:40 pm
by JeanleChauve
Thank you for your dedication to improving this game. :)

Re: Open Beta Patch v1.12c (last update 28 october)

Posted: Fri Oct 28, 2022 4:34 pm
by Elver
zgrssd wrote: Thu Oct 27, 2022 9:08 pmSolar Panels were simply too effective - and way to universal.

Edit: I think my idea was to cut solar panel production by a factor of 10, but in turn make them T3 starting tech.
No idea if my suggestion included star distance, however.
This was a popular suggestion to make. I think I'd suggested factoring in star type, distance, and amount of rain (i.e. cloud cover) on a given hex. I can see why the latter wasn't viable though - in a MP game, balance is bad enough from placement w/o adding in "and some regions of the planet can't build cost-effective 0-resource-upkeep energy production".

One other thing I could see with Solar is adding a linear tech to give it a modest output increase... that, or letting Energy Storage Optimization give it a small boost.
-Glaciers on the Planet have a more realistic impact now… Glaciers have much less chance of housing Minor/Major Regimes, no resource Hexes, lower population levels during simulations, less alien wildlife / marauders and no Hex Perks. *
Do alien wildlife currently have temperature zone restrictions? It seems like they have regional restrictions, but most can be found in any temperature zones.

Re: Open Beta Patch v1.12b (last update 21 october)

Posted: Mon Oct 31, 2022 11:32 pm
by KingHalford
zgrssd wrote: Thu Oct 27, 2022 9:08 pm
KingHalford wrote: Mon Oct 24, 2022 9:30 pm This looks great, I'm glad our criticism of solar power particularly has been addressed! This is exactly how I'd have approached it too I think, now it is more realistic in its output and the variation per planet sun exposure is very thematic. Hopefully now it'll be less of a "no-brainer" to build solar everywhere.
I think I can find a old suggestion of mine to that effect, if I bothered to look.

Solar Panels were simply too effective - and way to universal.

Edit: I think my idea was to cut solar panel production by a factor of 10, but in turn make them T3 starting tech.
No idea if my suggestion included star distance, however.
Well it was a good suggestion and whoever it was that suggested it, well done! I'm pleased to see Vic has implemented it. Solar power should feel more thematic and situationally useful now, rather than being a standard go-to for every planet.

Re: Open Beta Patch v1.12d (last update 8 november)

Posted: Tue Nov 08, 2022 2:16 pm
by Vic
Bump! New patch. Have been further fleshing out some Zone Inventory micromanagement options.

And fixed some crashes.

Big thanks for the save files and feedback guys!

Best wishes,
Vic

Re: Open Beta Patch v1.12d (last update 8 november)

Posted: Tue Nov 08, 2022 7:27 pm
by Kalakanjakas
Thank you for the continued patching.

I wanted to suggest another possible buff for autocracy: a higher autocracy value counters the effect of a high Civilisation Score on population growth.

With local zones being able to supply local troops and the upcoming islands is there an possible ammo factory asset in development?

Is it possible that cities and their private assets get more manpower efficient with technology to free more population for more private and public assets (attrition wars :D )?
Are cities able to build a metal mine first and sell metal to buy food instead of the mandatory first farm? In most of my games this seems to be the smarter choice for the private economy instead of farms. Especially for new and small settlements, they should consider available manpower for the first private asset.

Another minor issue is that I like the motorcycle infantry but they are really only fun to use till the enemy gets combat armor online. I don't really know how to improve them. Perhaps being able to have some sci-fi technology to upgrade them and still make them distinct between jetpack and motorized infantry.

Now that we have strong and fast alien creatures perhaps give free folk marauders a version that are post apocalyptic biker gangs. They should only be generated if you play on a colony with mega-cities.

Some ideas but no pressure :D . I am excited for the Dlc and hope for more teasers. :)

Re: Open Beta Patch v1.12d (last update 8 november)

Posted: Tue Nov 08, 2022 10:52 pm
by zgrssd
Kalakanjakas wrote: Tue Nov 08, 2022 7:27 pmI wanted to suggest another possible buff for autocracy: a higher autocracy value counters the effect of a high Civilisation Score on population growth.
Isn't the point of Autocracy to keep the bulk of people in squalor, only giving the upper leadership all the goods?

If so, a bonus around a high Civilisation score would kinda result in the wrong Gameplay storytelling.
Also, I am pretty sure Autocracy still has that crazy advantage of Fear being a tool to suppress unrest - rather then a issue to be avoided.

Re: Open Beta Patch v1.12d (last update 8 november)

Posted: Tue Nov 08, 2022 11:26 pm
by Kalakanjakas
zgrssd wrote: Tue Nov 08, 2022 10:52 pm
Kalakanjakas wrote: Tue Nov 08, 2022 7:27 pmI wanted to suggest another possible buff for autocracy: a higher autocracy value counters the effect of a high Civilisation Score on population growth.
Isn't the point of Autocracy to keep the bulk of people in squalor, only giving the upper leadership all the goods?

If so, a bonus around a high Civilisation score would kinda result in the wrong Gameplay storytelling.
Also, I am pretty sure Autocracy still has that crazy advantage of Fear being a tool to suppress unrest - rather then a issue to be avoided.
All profiles have the same reason to achieve a high civilisation score and there are no different effects of the civilisation score in regard to your strongest active profiles (Democracy, Meritocracy, Autocracy).
I agree that the term civilisation score can confuse regarding a standard interpretation of autocracy. I interpret that a high civilisation score means that your regime becomes more sophisticated for example: at the beginning your autocracy starts with your standard terror tactics and street gangs to intimidate later your citizens have mandatory checkpoint controls, integrated ID-chips, are surveillanced, propagandized and get distracted by computer games :D . So a high civilisation score can have different effects in different regimes from a narrative point of view. In my mind the best outcome from a gameplay point o view would be that autocracies "produce" more population but have a much higher risk to loose that population to democracies and meritocracies due to emigration (perhaps emigration to peaceful neighbours should be boosted if you are at war).

I don't understand your reference to the fear mechanic? My suggestion should only modify the negative effect of a high Civilisation Score on population growth. Of course high autocracy shouldn't improve happiness in any form.

Re: Open Beta Patch v1.12d (last update 8 november)

Posted: Wed Nov 09, 2022 1:22 am
by solops
zgrssd wrote: Tue Nov 08, 2022 10:52 pm
Isn't the point of Autocracy to keep the bulk of people in squalor, only giving the upper leadership all the goods?
No, I don't think so. Autocracy is to concentrate decision making power in the hands of the few (or one). It does not necessarily mandate economic prosperity to be so concentrated, though it often works out that way. It works better and longer if you keep the worker bees and mid levels happy and prosperous, not overly down-trodden.

Re: Open Beta Patch v1.12d (last update 8 november)

Posted: Wed Nov 09, 2022 9:32 am
by Don_Kiyote
Kalakanjakas wrote: Tue Nov 08, 2022 11:26 pm I interpret that a high civilisation score means that your [Autocratic] regime becomes more sophisticated for example: at the beginning your autocracy starts with your standard terror tactics... to intimidate... later your citizens have mandatory checkpoint controls, integrated ID-chips, are surveillanced, propagandized and get distracted by computer games :D . So a high civilisation score can have different effects in different regimes from a narrative point of view.
yeah thats the sort of thing Im looking for too. Just now in another thread I was wondering what CIv Level as an identity or type would look like, as in "A highly developed Autocratic Civilization". But what happens when your profile changes? ...kinda needs its own thread.

Also bump for Ammo Factory (see CMOD). and turbo-diesels too.
solops wrote: Wed Nov 09, 2022 1:22 am Autocracy is to concentrate decision making power in the hands of the few (or one). It does not necessarily mandate economic prosperity to be so concentrated, though it often works out that way.
Isn't this a Superstructure-Infrastructure question, where according to theory, an Autocracy generates an unequal society, where the purpose is indeed to keep the huddled masses huddled, structurally by its very nature?

Re: Open Beta Patch v1.12d (last update 8 november)

Posted: Wed Nov 09, 2022 1:39 pm
by zgrssd
Don_Kiyote wrote: Wed Nov 09, 2022 9:32 amIsn't this a Superstructure-Infrastructure question, where according to theory, an Autocracy generates an unequal society, where the purpose is indeed to keep the huddled masses huddled, structurally by its very nature?
Mechanics have meaning.
Mechanics can tell a story, even in the absence of a written word and spoken sound.

Fear being usable as a mechanic to suppress unrest used to be a general thing. Then the downside was drastically increased - and only Autocracy got bonuses so they can keep using it to suppress unrest.

Re: Open Beta Patch v1.12d (last update 8 november)

Posted: Thu Nov 10, 2022 5:13 pm
by JeanleChauve
Vic wrote: Tue Nov 08, 2022 2:16 pm Bump! New patch. Have been further fleshing out some Zone Inventory micromanagement options.

And fixed some crashes.

Big thanks for the save files and feedback guys!

Best wishes,
Vic
A little nothing, but which is super practical :)
Sans titre-1.png
Sans titre-1.png (85.34 KiB) Viewed 1164 times

Re: Open Beta Patch v1.12e (last update 15 november)

Posted: Tue Nov 15, 2022 2:10 pm
by Vic
bump!
Small patch. No crashes reported with 1.12d ... let's see if somebody can crash 1.12e?

best wishes,
Vic

Re: Open Beta Patch v1.12e (last update 15 november)

Posted: Tue Nov 15, 2022 6:33 pm
by Mazth
Zone supply micro is pretty big imo.
Together with logistic structure tweaks and rail to hi-speed conversion option this adds a lot of QoL and gives the player so much more control, if you are willing to put the management in.
Automatically sending excess supplies to the SHQ usually is a big factor in my logistics load/problems, partly my own fault by sticking to 1 SHQ most of the time.
This just gives a lot of options, while not forcing players to interact with it per se, which is solid design in my book.

Re: Open Beta Patch v1.12e (last update 15 november)

Posted: Tue Nov 15, 2022 7:25 pm
by solops
Vic wrote: Tue Nov 15, 2022 2:10 pm bump!
Small patch. No crashes reported with 1.12d ... let's see if somebody can crash 1.12e?

best wishes,
Vic
Trying!

Re: Open Beta Patch v1.12e (last update 15 november)

Posted: Wed Nov 16, 2022 2:36 am
by HarmonicAdjudicator
This is late feedback, but the new rivers and lakes algorithmic generation is great. The rivers 'make sense' in a way that they didn't before, and create more opportunities for interesting tactical positions.
I had an SHQ bug (?) in my last campaign. After absorbing a non-adjacent city state invaded by its neighbor, I set up a new SHQ. It took me a few turns to get the PP whereas normally I make it straight away. I was never able to get that SHQ to deliver any supplies, despite having a nationalized truck depot, SHQ, and stockpiles of fuel in that zone. I'll try to replicate in my next campaign.

Re: Open Beta Patch v1.12e (last update 15 november)

Posted: Wed Nov 16, 2022 5:18 am
by zgrssd
HarmonicAdjudicator wrote: Wed Nov 16, 2022 2:36 am This is late feedback, but the new rivers and lakes algorithmic generation is great. The rivers 'make sense' in a way that they didn't before, and create more opportunities for interesting tactical positions.
I had an SHQ bug (?) in my last campaign. After absorbing a non-adjacent city state invaded by its neighbor, I set up a new SHQ. It took me a few turns to get the PP whereas normally I make it straight away. I was never able to get that SHQ to deliver any supplies, despite having a nationalized truck depot, SHQ, and stockpiles of fuel in that zone. I'll try to replicate in my next campaign.
Where the town and units assigned to that SHQ?
That also is important. And not all of that happens automatically.

Re: Open Beta Patch v1.12e (last update 15 november)

Posted: Wed Nov 16, 2022 8:36 am
by Vic
HarmonicAdjudicator wrote: Wed Nov 16, 2022 2:36 am This is late feedback, but the new rivers and lakes algorithmic generation is great. The rivers 'make sense' in a way that they didn't before, and create more opportunities for interesting tactical positions.
I had an SHQ bug (?) in my last campaign. After absorbing a non-adjacent city state invaded by its neighbor, I set up a new SHQ. It took me a few turns to get the PP whereas normally I make it straight away. I was never able to get that SHQ to deliver any supplies, despite having a nationalized truck depot, SHQ, and stockpiles of fuel in that zone. I'll try to replicate in my next campaign.
As always if you can get me savefile to vic@vrdesigns.net that would be great!

Re: Open Beta Patch v1.12e (last update 15 november)

Posted: Wed Nov 16, 2022 8:37 am
by Vic
zgrssd wrote: Wed Nov 16, 2022 5:18 am
HarmonicAdjudicator wrote: Wed Nov 16, 2022 2:36 am This is late feedback, but the new rivers and lakes algorithmic generation is great. The rivers 'make sense' in a way that they didn't before, and create more opportunities for interesting tactical positions.
I had an SHQ bug (?) in my last campaign. After absorbing a non-adjacent city state invaded by its neighbor, I set up a new SHQ. It took me a few turns to get the PP whereas normally I make it straight away. I was never able to get that SHQ to deliver any supplies, despite having a nationalized truck depot, SHQ, and stockpiles of fuel in that zone. I'll try to replicate in my next campaign.
Where the town and units assigned to that SHQ?
That also is important. And not all of that happens automatically.
that too, yes.