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RE: So its already September...

Posted: Tue Sep 04, 2012 3:02 pm
by Gareth_Bryne
In this case Thanksigiving IS religious, but in the USA the Native Americans have something to do with it...

RE: So its already September...

Posted: Tue Sep 04, 2012 3:05 pm
by Cauldyth
In Canada, we also have Thanksgiving, though it falls in October instead of November and has completely different origins. It's basically a fall harvest celebration, to give thanks for the crops that will feed people through the winter. [:)]

RE: So its already September...

Posted: Wed Sep 05, 2012 12:49 am
by JosEPhII
Once upon a time in an age long ago Thanksgiving was a Religious Holiday in the US of A. The Pilgrims came to America for Religious freedom of worship. The Native Americans helped save several of the new colonies from starvation by sharing what the land could produce.

Now it's mostly overeating, watching football, and overeating again. Now if Dallas and Detroit are not shown on Thanksgiving "That" is sacrilege.

But it's still one of the Last Family Holidays left in this country. And "was" the only 4 day weekend Holiday. Now Big Business has destroyed that too, gotta be back at work on Friday and probably Saturday too.

Long live Thanksgiving! [&o]

JosEPh [;)]

RE: So its already September...

Posted: Wed Sep 05, 2012 12:51 pm
by jpinard
ORIGINAL: benjiro

From my first impressions of the game:

* Troop Handling.

* More "go to event" ability is needed

* When something can not be build, do not show the icon ( like Research station that do not get a bonus at x location = no build = no reason to show icon ). Or wonder? build icon that are empty, with no "return" icon to go back.

* A lack of ability to focus on key battles. If the AI advices a raid against a Pirate or whatever base, it will be nice to see a followup: "Battle xx starting, go to event?". Too many battles end up, when your focused on other spots, and you "miss" the battle.

* Interface to darn frustrating ( you lose a lot of time doing basic things ). Why can you not say: Get the closest ship of x, do x task here. Its frustrating that you always need to find a ship, select it, go back to the source, and then give the command. Or find the ship in the interface ( left one ), with 100's of ships when you do not know where that ship you selected really is. How about query tasks? Ships in the area do x, y, z in this location.

Last game, i noticed 35 or 40 construction ships, flying across the map, to go repair a battleground of ships, to run out of fuel 1/10 of the way. In other words, almost all my construction ships ended up being send by the AI. And as i was too busy dealing with combat, by the time i noticed this ( big map, they where already out of my view sector ), there was no point bringing them back ( and icing on the cake, the battleground had a pirate ship hitting the arriving construction ships = Even if they arrived ... ).

The automation on some points is bad, but turning it off, results in you needed to query every job, with a interface that is not designed for "ease".

I hope that the next expansion solves plenty of those points.

Good points, my biggest hope is that the AI is improved.

RE: So its already September...

Posted: Wed Sep 05, 2012 1:25 pm
by Bingeling
Troop management needs some love. Specify a minimum troop level on colonies that any automated ship will never send the planet below. This would make my "automate empty transports" safe, without risking the capital or the front line core colony from becoming void of garrison.

Better AI never hurts...

I would love new, nasty, game setup options. The hardest thing in the game is starting it. Think about advanced options with randomized elements like random antagonist empires starting with way of darkness, 50% more colonies, and a ultra rare source on a colony. When the player asks for it, of course... It could give some meaning to difficulty beyond credit balance.

RE: So its already September...

Posted: Wed Sep 05, 2012 10:09 pm
by jpinard
ORIGINAL: Bingeling

Troop management needs some love. Specify a minimum troop level on colonies that any automated ship will never send the planet below. This would make my "automate empty transports" safe, without risking the capital or the front line core colony from becoming void of garrison.

Better AI never hurts...

I would love new, nasty, game setup options. The hardest thing in the game is starting it. Think about advanced options with randomized elements like random antagonist empires starting with way of darkness, 50% more colonies, and a ultra rare source on a colony. When the player asks for it, of course... It could give some meaning to difficulty beyond credit balance.

I've never run into a resource crunch yet, so the option to tailor that would be very fun.

RE: So its already September...

Posted: Thu Sep 06, 2012 6:47 pm
by feelotraveller
A lot of people would like to see scarcer resources.  Unfortunately it messes with the galactic economy.  Originally Legends reduced resource availability somewhat, I suspect it was a failed experiment.  I think to pare back the resources the whole galactic economy would need to be reworked, and that's quite an undertaking.
 
What I would like to see are ultra-rare strategic resources.  They should be very difficult to get, maybe as infrequent as the ultra-rare luxuries but with extraction rates between 1% and 9% only, or maybe they can only be gained from pirates, or silver mist residue or something.  They would either be used in manufacturing top end components or add some sort of bonus.  Adamantium armour, anyone.  [:)]

RE: So its already September...

Posted: Thu Sep 06, 2012 6:59 pm
by Bingeling
I started a random game yesterday, and already had a short lived resource crunch. No carbon fiber or polymer stalled ship construction for a while.

As usual the AI has no clue about what it is going to do. Researching two different main weapon paths makes little sense as long as you are only going to use one of them...


RE: So its already September...

Posted: Fri Sep 07, 2012 12:28 pm
by Hawawaa
[:'(]
Want to know moar!
youtube.com/watch?v=IZuKMo9u8CM

RE: So its already September...

Posted: Fri Sep 07, 2012 1:25 pm
by Bleek
So anyway. It's September already...

[:D]

RE: So its already September...

Posted: Mon Sep 10, 2012 3:49 pm
by ASHBERY76
Image

RE: So its already September...

Posted: Mon Sep 10, 2012 5:29 pm
by Bleek
I think Erik was playing a nasty trick one us!