That's really excellent feedback. Thank you very much for your input!
ORIGINAL: Premislaus
I played a few quick games yesterday and today, and I have some thoughts. This mod is playable in its current state. I think you can go ahead and post version 0.1.
My settings:
15x15 with 1400 stars and 11 empires.
Prerwarp, chaos, extreme.
Very expensive research cost, many space creatures, none pirates (bug).
No tech trading, normal alien life and planet prevalence.
Borgs only.
http://imgur.com/a/ye79n
You have played on very different settings to what I normally do, which is great. One of the main reasons why I appreciate the input of others into this thing. Your pictures also show that it resulted in a very different game to one that I have experienced with this mod so far.
I appreciate that you think it's playable however I disagree. I don't want to release this generally, until we've ironed out most or all of the bugs you've spotted and more.
1. You can not play with enabled pirates due to an error in designs files. Without them there is no challenge in early and mid game.
I have had this error come up from time to time when launching. As you say it is a ship design problem - I think it's because the resulting designs result in ships above size limits, which in turn prevents empires from spawning ships or bases that are required to launch, so the game spacks out.
2. I had a break with Distant Worlds, but I remember that in a normal game, I could set that empires are at some distance from each other. I tried to be in the center and on the edge of the galaxy, always draws civilizations at a vast distance from me, and in a group. This is with automatic generation of empires, and when I set them manually distance.
I have done a few trial runs now. One of the things I noticed when I blanked races over to make them all Borg clones for the sake of uploading v0.1 alpha to test was that suddenly there was a vastly increased percent of games where the other empires would spawn in the same system as my own empire.
3. Lasers with high range and low damage is a great idea. I don't have problems with space monsters. However beam graphics is too microscopic, something about one pixel.
Yes I am also enjoying the "star wars style" of lasers darting between fleets with terrible accuracy doing little damage and resulting in epic battles. The starting lasers do very small damage, and the game automatically rates the size of a weapon's ammunition image by the damage that it does. As you upgrade them they become much larger and obviously visible. However I agree the starting ones are very puny... to the point of almost being invisible. I will try widening the base image in the ammunition file, this should in theory make all instances of it wider, both starting and larger more damage instances later in game.
4. I think that concrete should be used in very large numbers, hundreds.
In stations it is used in much higher quantities.
For reasons I can't get around the game tries to make the Concrete Bunkering a more highly rated armour than Plate Steel... I will try a few work-arounds to solve this. As a result of that, it automatically assigns it as the "latest armour" for ship designs which is not the purpose of it. I'm pretty sure that I can make it the most basic type of armour and this will be avoided, but then that means that AI players will ignore it as obsolete armour and not clad ships OR bases with it.
For this reason concrete bunkering may be a fail as armour, and I might need to remove it again... since all that it would achieve even if I could get it to function correctly is that you as the player can use concrete resource as armour for bases (and so relieve demand for other resources like steel) which the AI does not, giving the player an unfair advantage.
5. Development paths are poorly done. Really. First presribed techs are: Ship boarding, Integrated Magnetic Control (another shields) and Countermeasures. Empires not prioritize the warp drive, engines, and components such hab life and batteries.
Development paths I have not touched. They are still as were set in the Picard Era mod which this mod has been editing from the start. What HAS changed is the research path... with research IDs moving in relation to each other, being removed completely, and sometimes being assigned to an entirely different area of the research tree, or even a different industry altogether (from weapons to high tech for example).
As a result the pre-existing development paths (what techs the AI chooses to research and in what order) are thoroughly butchered, I'm sure. I haven't noticed this due to manually researching everything, so this again is an excellent example of how great it is to get feedback from you as an alpha tester. Thankyou!
6, 7, 8. Ships don't consume fuel and don't use static energy during flight. This is strange behaviour, because you can send explorer ship to another star system without warp drive. In some big types of star systems, early constructor ship is too slow. However, lower speeds are not bad, but it is a bit boring (without warp).
They do consume fuel, but very very slowly.
Fuel is either Uranium or Hydrogen (or Nitrogen in the really super-advanced reactor late-game), for Fission (nuclear) and Fusion reactors respectively. They produce large amounts of energy from a single unit of fuel, to make it a bit more realistic from a scientifically accurate point of view. Nuclear reactors on naval vessels can burn their fuel for years at a time without needing to be refueled.
I have found that I am still refueling fleets reasonably often - probably about every 3 game years... and that is for 8 units of Uranium per ship... The problem is that the fuel to energy ratio is so small that the research tree shows it as 0, as your screen shot shows. However it is still burning it at the rate I've set in the game. Play for say 10 game years and you'll see your fleets need refueling once or twice in that time.
I do however agree that the fuel rate for both impulse and hyperdrive engines needs to be increased... maybe doubled. I'll test it out and see if it is better.
The early constructor ship is a ship design that needs improvement. Wack another fission reactor or two on it in the designs menu and its warp speed is much higher. I'll do that in the designs for the next release.
9, 10, 11. Maybe this is Borg specific, but I got lucky with nearby planet, five ship captains. I'm swimming in cash from start. The Borg have high production bonus, perhaps 70%.
PS. I like new music and new names for techs and resource.
You did indeed get VERY lucky. I've never had that happen in any of my trial runs, or while playing any other mod. Nicely done.
Also I have found the opposite now that I've reduced the warp speed early game my income is far from juicy. I'm curious why your game was so very different... perhaps something to do with no pirates?
The music is entirely that of the Picard Era mod, I take no credit for that. I will probably replace it, however that's not on my radar just yet.
Thank you very much for your input Premislaus. Feel free to provide more, and I encourage you to play a game for a few game years and try to re-launch with pirates. I get that error maybe 1 in every 10 launches. I just close it and try again and it works fine. I'm found that I bumped that ratio up to 10 in every 10 launches when I edited ship designs too agressively, so it's almost certainly to do with that. Ship designs rely on the component weights and outputs being settled and agreed on, so it's been a lower priority for me than making sure for example that warp core, reactor, or weapon outputs are settled into a nice balance... otherwise I'm doing ship designs over and over again which gets tedious.
Thank you again!