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RE: New v1.0.6.0 Public Beta Now Available!

Posted: Thu Jul 22, 2010 5:49 pm
by AMF
Wait, are you guys telling me that moons still don't identify which system they're part of? Oh, DW coders, you do such great things, but...this...this is just...hard to understand.

Moons should be named as the above folks suggested (Sol 3A, etc), really. I mean...really. Like, really. Honestly.

Otherwise, all these changes look really great. Thanks!

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Thu Jul 22, 2010 8:04 pm
by shinobu
ORIGINAL: Spacecadet

ORIGINAL: WoodMan
42. Can now build bases at top-left quadrant of colonies (right-click > build XXX)

Woohoo!  Thanks very much for this fix, I was starting to think I was going mad, seeing as nobody else had mentioned it, but it affected me almost every game [:D]

I'm not even sure what you're talking about here, I've never been able to build Spaceports where I wanted - it's all randomly determined by the game . . . .


Spacecadet: If you want to build spaceports or defensive bases in your planet's orbit (and not right on top of your planet), click on the planet highlighting it, move the cursor well off the planet and right-click for the building menu to come up, then pick something to build and left click. Depending where you click to build, the new structure will be constructed on that side of your planet (but is in orbit). This does work for space ports, as I have tested it out- they work perfectly fine. (I don't like all the "clutter" directly on top of my planets...)

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Thu Jul 22, 2010 10:46 pm
by taltamir
I want my spaceports CENTERED on the planet... but they never are... they are all over the place... and if i right click to pull the planetary menu, then wait a little while (at 4X speed) then click to build, it will build where my mouse was when I first clicked, which is completely off the planet.

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Fri Jul 23, 2010 8:03 am
by bigbaba
just tested the new beta patch and i am pleased with the changes.

the AI is more aggressive then in the past. i took one of his planets in a early invasion and (unlike in the prior versions of the game) the AI made a counter attack and took back the planet very soon.

plus:

the AI is more active when it comes to colonization of planets. i tend to play in a "100 stars galaxy" and in a early stage of the game, there is a AI opponent with 7 colonies.

imho the nerfing of torpedo weapons was a good thing for the balancing of the game.

to make it short:

great job guys!

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Fri Jul 23, 2010 8:55 am
by RViener
Erik, When will the galactopedia be updated?
Bob

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Fri Jul 23, 2010 11:02 am
by Gertjan
Good question Bob!

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Fri Jul 23, 2010 2:37 pm
by the1sean
ORIGINAL: taltamir

I want my spaceports CENTERED on the planet... but they never are... they are all over the place... and if i right click to pull the planetary menu, then wait a little while (at 4X speed) then click to build, it will build where my mouse was when I first clicked, which is completely off the planet.

I hear you, my solution is just to be careful where I put that first click... btw, where is the spaceport positioned if you build it from the planet list menu and not the galaxy screen?

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Fri Jul 23, 2010 3:02 pm
by WoodMan
You can always pause to stop the planet moving to get more accurate placement.

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Fri Jul 23, 2010 6:10 pm
by taltamir
ORIGINAL: WoodMan

You can always pause to stop the planet moving to get more accurate placement.

that is what i do, but sometimes I miss.

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Fri Jul 23, 2010 6:11 pm
by Florestan
ORIGINAL: taltamir

I want my spaceports CENTERED on the planet...

I'm quite surprised that this may actually bother someone... What's the difference having it a little bit out-center ?

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Fri Jul 23, 2010 6:31 pm
by taltamir
ORIGINAL: Florestan
ORIGINAL: taltamir

I want my spaceports CENTERED on the planet...

I'm quite surprised that this may actually bother someone... What's the difference having it a little bit out-center ?

it is a little less effective in defending the planet against invasion... and it looks less pretty.

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Sat Jul 24, 2010 12:31 am
by Spacecadet
ORIGINAL: taltamir
ORIGINAL: Florestan
ORIGINAL: taltamir

I want my spaceports CENTERED on the planet...

I'm quite surprised that this may actually bother someone... What's the difference having it a little bit out-center ?

it is a little less effective in defending the planet against invasion... and it looks less pretty.

My thoughts exactly on both points - centered & defensive layout.


RE: New v1.0.6.0 Public Beta Now Available!

Posted: Sat Jul 24, 2010 3:39 am
by bigbaba
ok, after several hours of testing, i am still very happy with the challenging AI.

i play as human monarch in a smal galaxy with 11 other empires (the most aggressive species in the game) and they give me a realy good game for my money.

now my empire includes 5 colonies and i realize that i am in a very bad financlal situation. i post a screenshot later today, but my tax income (69k) is eaten up by high maintance costs (maintaining a fregate costs 2200 credits) and also very high fuel usage.

anyone else experienced a financial crisis like that in the new beta game?

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Sat Jul 24, 2010 9:17 am
by taltamir
fuel tends to dry up in late game. This is a big financial problem because it is ALSO used in the construction of some ships... since construction cost is 8 * cost of materials, and maintenance is a percentage of that, both construction and maintenance cost become very high very rapidly with increasing fuel costs...
A colony ship that costs mere 8000 @ with all components costing 1 credit, will cost 200,000 when fuel cost rises to 40 credits each.
If you design your own ships and bases you can somewhat mitigate it, give more ships collectors, give more collectors to space ports, design civilian ships with the best calson reactor and the military ships with the best hydrogen reactor (which is a lot better than the best calson)...

finally, build a lot of construction ships and use those to build a lot of gas mining stations on sources of calson and hydrogen (primarily hydrogen).

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Sat Jul 24, 2010 1:15 pm
by WoodMan
Hey Eliott,

One thing I mentioned a while back, I can't remember if it was in the wishlist thread or if it was in one of the Beta threads.  Just thought I'd bring it up again because I *think* its a minor change that might be easily acheived.

Starting systems always have an extra planet/moon that you can colonize in addition to your homeworld.  I think this is not needed and again going back to atmosphere/immersion, its really quite unlikely.  Could we possibly have say a 60% chance of two planets on normal settings, then increase/decrease the chance by 20% for each home system setting, so trying for example would be a 40% chance of having the extra continental world in your home-system.

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Sat Jul 24, 2010 4:10 pm
by jscott991
ORIGINAL: taltamir

fuel tends to dry up in late game. This is a big financial problem because it is ALSO used in the construction of some ships... since construction cost is 8 * cost of materials, and maintenance is a percentage of that, both construction and maintenance cost become very high very rapidly with increasing fuel costs...
A colony ship that costs mere 8000 @ with all components costing 1 credit, will cost 200,000 when fuel cost rises to 40 credits each.
If you design your own ships and bases you can somewhat mitigate it, give more ships collectors, give more collectors to space ports, design civilian ships with the best calson reactor and the military ships with the best hydrogen reactor (which is a lot better than the best calson)...

finally, build a lot of construction ships and use those to build a lot of gas mining stations on sources of calson and hydrogen (primarily hydrogen).

You've mentioned this fuel crisis before and I've never seen it and I've played quite a few 1.04 and before games to very late dates. Did this get worse in 1.05 or is about the same as you were saying in the past? If the latter, then I wonder if its something you're doing (and I hate saying because that's how dismissive people have attacked my own bug/balance reports)?

Did the economy get much harder in 1.05 and .06? If so, then I'm glad I abandoned the game.

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Sat Jul 24, 2010 5:15 pm
by taltamir
it seems to be worse the bigger the galaxy is. i never see in 250 planet galaxies, in late game in a 1000 planet galaxy right now fuel has reached 10 credits, in 1400 ones its worse.
I can upload saves if anyone needs them.

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Sat Jul 24, 2010 6:06 pm
by Florestan
About the fuel problem : I never noticed that in the few game I took to the end...

It seems there is a missing improvement : Pirate bases now are fully working space ports (without research capabilities, of course).

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Sat Jul 24, 2010 7:05 pm
by WoodMan
I've never seen the fuel problem either [&:]

I think some pirate bases were weren't they?  Before they had either a Spaceport or a Mining Station.  Were their Spaceports not functional before?

RE: New v1.0.6.0 Public Beta Now Available!

Posted: Sat Jul 24, 2010 7:18 pm
by taltamir
its possible you didn't notice.
Look at the actual price of hydrogen and calson in the expansion planner, it should be 1.

Also, I only play sandbox games, and I keep playing far beyond the point of "victory"