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Re: Open Beta Patch v1.26g (15 july 2024)

Posted: Tue Jul 30, 2024 9:23 am
by Vic
Sorry there. Fixed the link!
I am out of office till very early september.
Family needs some attention as well. Heart +5 , Gov -5
Yes it will be quit on the update front for a while.
But i'll be back!
Best wishes,
Vic

Re: Open Beta Patch v1.26g (15 july 2024)

Posted: Tue Jul 30, 2024 9:26 am
by Vic
As for the nuclear warfare. Note that on easier difficulty the AI will be less likely to research the needed techs quickly.
Also I wanted to say I hope along the line somewhere to improve diplomatics and also get some sort of rules in where all out destruction with ICBMs could be avoided, especially in a MAD scenario.

Re: Open Beta Patch v1.26g (15 july 2024)

Posted: Tue Jul 30, 2024 4:56 pm
by fibol
This means it is the best time to start another game now!

Re: Open Beta Patch v1.26g (15 july 2024)

Posted: Wed Jul 31, 2024 8:20 am
by zgrssd
Vic wrote: Tue Jul 30, 2024 9:26 am As for the nuclear warfare. Note that on easier difficulty the AI will be less likely to research the needed techs quickly.
Also I wanted to say I hope along the line somewhere to improve diplomatics and also get some sort of rules in where all out destruction with ICBMs could be avoided, especially in a MAD scenario.
It might be a good idea to have a "no nukes" setting.

Games like Supreme commander and it's successors usually had a game start option for that. I think it was called "no game ender".
Smaller weapons (like nuclear RPG) are still allowed, but nothing like ICBM.

Re: Open Beta Patch v1.26g (15 july 2024)

Posted: Sun Aug 04, 2024 2:04 am
by Comcikda
yep, 'no nuke' option would be sweet

Re: Open Beta Patch v1.26g (15 july 2024)

Posted: Mon Aug 05, 2024 2:08 pm
by solops
Has the AI using nukes been a problem for you guys? I was thrilled to see it finally using them! And if you have the right techs the effect is really fairly minor.

Re: Open Beta Patch v1.26h (16 aug 2024)

Posted: Fri Aug 16, 2024 9:42 am
by Vic
bump! holiday quick patch

Re: Open Beta Patch v1.26h (16 aug 2024)

Posted: Fri Aug 16, 2024 3:17 pm
by solops
I have a problem. This is the first non-weather site I check every time I turn on my PC.

And I cheer every time there is a patch.

Sigh....

Re: Open Beta Patch v1.26h (16 aug 2024)

Posted: Sun Aug 18, 2024 11:39 am
by Arralen
.
Private Sector Building Oddities

Farm costs:
AFAIK, farms are the only buildings that do not have a credit cost progression - is this intended?
I found that 1000cr for the smallest farms really holds the private sector back, as it tries to build that first - unless, maybe, the player builds a farm first. But then, the player build farm start out very small and provides no food to the populace unless emergency food is allowed ... .
1.25x_FarmsteadBuildCost.png
1.25x_FarmsteadBuildCost.png (115.47 KiB) Viewed 1504 times
Transport Hub upgrading:
100 turns in, and the private sector still has not upgraded the "Transport Hub I".
Yes, I know the game heavily promotes state run public transport, but I'd rather restrict that to the railway ... .
.

Re: Open Beta Patch v1.26h (16 aug 2024)

Posted: Mon Aug 19, 2024 2:26 am
by Xmudder
Arralen wrote: Sun Aug 18, 2024 11:39 am .
Private Sector Building Oddities

Farm costs:
AFAIK, farms are the only buildings that do not have a credit cost progression - is this intended?
I found that 1000cr for the smallest farms really holds the private sector back, as it tries to build that first - unless, maybe, the player builds a farm first. But then, the player build farm start out very small and provides no food to the populace unless emergency food is allowed ... .

Transport Hub upgrading:
100 turns in, and the private sector still has not upgraded the "Transport Hub I".
Yes, I know the game heavily promotes state run public transport, but I'd rather restrict that to the railway ... .
.
I've noticed that nothing other than farms gets upgraded beyond level 1

I've also noticed that the AI never builds Xeno farms, hunting, or ports, even when they would be viable.

Re: Open Beta Patch v1.26h (16 aug 2024)

Posted: Mon Aug 19, 2024 7:56 pm
by grime
Odd thing on diplomacy with other Majors. Open Contact has a higher difficulty with a better relationship, which seems counterintuitive.

I experimented with Plea for Friendship and every time I played it on a certain regime, the difficulty of open contact increased.

Re: Open Beta Patch v1.26h (16 aug 2024)

Posted: Tue Aug 20, 2024 5:39 am
by JohnRa
I experienced the same effect with trade agreement that was, however, limited to the same turn I played plea for friendship in. Next turn it was actually easier than before.

Re: Open Beta Patch v1.26h (16 aug 2024)

Posted: Tue Sep 03, 2024 4:15 am
by Don_Kiyote
'Shadow Forces'...?
nah they're gone now. I must have been seeing things.

Re: Open Beta Patch v1.26i (16 sep 2024)

Posted: Mon Sep 16, 2024 11:25 am
by Vic
bump!
new subversion adding "Housing" assets

Re: Open Beta Patch v1.26i (16 sep 2024)

Posted: Mon Sep 16, 2024 5:13 pm
by solops
Some time ago Vic announced that he was not using the shared data that a player can enable. Is this still true?

Re: Open Beta Patch v1.26i (16 sep 2024)

Posted: Mon Sep 16, 2024 6:17 pm
by solops
Can housing levels be manually decreased in order to manipulate migration?

Re: Open Beta Patch v1.26i (16 sep 2024)

Posted: Mon Sep 16, 2024 8:39 pm
by solops
After installing version"i" and running a save games one of my good allies was suddenly at war with me/ Ouch. And no sign of the housing stuff in the saved game. Must be a new game only feature?

Re: Open Beta Patch v1.26i (16 sep 2024)

Posted: Tue Sep 17, 2024 5:25 pm
by eddieballgame
Very interesting concept/mechanic.
As always Vic, thank you so much for this great game & your, continued, support of it. Still my #1 pc 4x game after all the years of playing many of them :)

Re: Open Beta Patch v1.26i (16 sep 2024)

Posted: Wed Sep 18, 2024 7:11 am
by Starfry
solops wrote: Mon Sep 16, 2024 6:17 pm Can housing levels be manually decreased in order to manipulate migration?
Yes, you can disband levels and adjust the percentage of the housing asset worked

Re: Open Beta Patch v1.26i (16 sep 2024)

Posted: Tue Sep 24, 2024 11:34 pm
by Uemon
I still havent played the very last version in case this is addressed already.

But can you take a balancing look at cloning building?

I cant help but feel that its extremely broken. Basically as soon as you get one, its game over for the AI. I really think they should have a fixed population increase (+a few hundred), and then maybe enable multiple levels to be stacked, rather than having it scale with population size. Like 100 turns in, you can get 500.000+ population and insane per turn growth, like mutliple thousands from this single asset...