Some feedback on beta 0.77b

Here is some feedback from several maps I played.

Mimot – As you know, Mimot produce 2 ships when they build 1. About 50% of the time, when producing ships, there will be a produced ship that doesn’t join a the local fleet sitting right outside the shipyard.

 

There is also a problem with the Mimot and ships that require citizens. If you build 2 colony ships (or other ship with population), and then you fill the first one but can’t fill the second, then when you press cancel, no ship will be launched from the shipyard.

 

Universal Translator – Do you really need to meet an alien civilization before you can research this? Earth has had a lot of different languages. Why not experiment with those?

 

Also, it is expensive money wise to hand over the task of researching this tech to a private company. You must spend 600 bc to get started, then you get the universal translator with -1 diplomacy modifier. You are then presented with the option of investing another 300 bc to get it done right (remove the modifier), or research it yourself with no refund. Given this option, I would research it myself every time. Why something so simple have to be so expensive?

 

Telescope Takeover – Does this work on other sectors when you can’t travel by stream yet? I had trouble using it at near the start of the game.

 

Turns not Months – I prefer turns over the in game date.

 

Planet Autobuild – We should be able to add things to the planetary build queue without disrupting the auto build project. The auto build project should remain at the end of the queue when new projects are added.

 

Exterminate Festron – Its difficult to peacefully coexist with the Festron. It is their nature to implant their eggs into individual of other species, which ultimately of kills them. There doesn’t appear to be a way to peacefully coexist. I would like to have some way to exterminate them before they exterminate us.

 

Ship selection – We should have the ability to use shift and ctrl + a when selecting multiple ships. If you use a lot of tiny hulls like me, you know that clicking 20 or more tiny ships to select them is a pain.

 

Monthly Income – The game will say that you are producing x amount of credits per turn, and that you are taxing it at y percent, but it does not tell you what you get as taxes. I'd love to know how much money I'm bringing in.

 

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Reply #1 Top


Exterminate Festron – Its difficult to peacefully coexist with the Festron. It is their nature to implant their eggs into individual of other species, which ultimately of kills them. There doesn’t appear to be a way to peacefully coexist. I would like to have some way to exterminate them before they exterminate us.

I agree. In my last game I captured a Krynn core world, assigned a governor to it, and was horrified to see that all 4 of its citizens were Festron. Even though I didn't have Festron as a civ in my game. I have to assume that the Krynn AI got one of those Festron colony ships from an anomaly.

Reply #2 Top

Thank you for collecting all of your thoughts in one Divine I'll make sure the team sees this.

Reply #3 Top

Here is some feedback from several maps I played.

Mimot – As you know, Mimot produce 2 ships when they build 1. About 50% of the time, when producing ships, there will be a produced ship that doesn’t join a the local fleet sitting right outside the shipyard.


Non-military ships don't auto join fleets for the double power of the mimot. The reason for this is that it was frustrating to have fleeted colony ships, probes, etc. So the player can decide if he wants to fleet or not. 

There is also a problem with the Mimot and ships that require citizens. If you build 2 colony ships (or other ship with population), and then you fill the first one but can’t fill the second, then when you press cancel, no ship will be launched from the shipyard.

This is correct. You cannot launch a ship that requires citizens if you don't have the citizen. Instead it stays in the shipyard.

Universal Translator – Do you really need to meet an alien civilization before you can research this? Earth has had a lot of different languages. Why not experiment with those?

You could certainly argue the point that a universal translator between human-derived languages and one intended to speak to a completely alien species is a huge technological jump.

But the real question is, which way is more fun?

Also, it is expensive money wise to hand over the task of researching this tech to a private company. You must spend 600 bc to get started, then you get the universal translator with -1 diplomacy modifier. You are then presented with the option of investing another 300 bc to get it done right (remove the modifier), or research it yourself with no refund. Given this option, I would research it myself every time. Why something so simple have to be so expensive?


totally agree, I'll lower the cost of going the private corp route. 

Exterminate Festron – Its difficult to peacefully coexist with the Festron. It is their nature to implant their eggs into individual of other species, which ultimately of kills them. There doesn’t appear to be a way to peacefully coexist. I would like to have some way to exterminate them before they exterminate us.

Hmmm.... what is the best way to do this? A command like "Consume" that allows you to execute a citizen? 

Ship selection – We should have the ability to use shift and ctrl + a when selecting multiple ships. If you use a lot of tiny hulls like me, you know that clicking 20 or more tiny ships to select them is a pain.

Monthly Income – The game will say that you are producing x amount of credits per turn, and that you are taxing it at y percent, but it does not tell you what you get as taxes. I'd love to know how much money I'm bringing in.

I don't understand what you mean. In this tooltip the -2.17 is how much you are losing each turn.

You are generating 47.33, you get 25% for taxes (that's about 12), you are paying 14 in expenses, so making -2 per turn.

Reply #4 Top

Quoting DerekPaxton, reply 3
Non-military ships don't auto join fleets for the double power of the mimot. The reason for this is that it was frustrating to have fleeted colony ships, probes, etc. So the player can decide if he wants to fleet or not.

Well this also affects my military ships. I tend to leave my fleets, that I'm building up, next to shipyards right were new ships are launched from. With guard activated, new ships automatically join the fleet without alerting me. I can usually wait until the fleet is filled to the max before doing anything with them. Since I tend to use tiny hulls, this can save me anywhere from 10 to 60 alerts.

Unfortunately, the Mimot double power is causing ships to not join fleets, so I'm getting a lot of alerts of idle ships. Ships that should be joining fleets that are in guard mode.

Quoting DerekPaxton, reply 3
This is correct. You cannot launch a ship that requires citizens if you don't have the citizen. Instead it stays in the shipyard.

I was expecting 1 of the 2 ships to launch since I have enough spare citizens to fill one of them.

Quoting DerekPaxton, reply 3
I don't understand what you mean. In this tooltip the -2.17 is how much you are losing each turn.

 

You are generating 47.33, you get 25% for taxes (that's about 12), you are paying 14 in expenses, so making -2 per turn.

In the picture shown above, it does not show my income is 11.83 bc (which is 47.33 * 25%). I want that number shown in a line before expenses. Maybe me or someone else has terrible math skills.