leiavoia

leiavoia

Joined Member # 630552
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First, small tech description issue: The technology name is (i belive) Black Hole Gun but the actual weapon is Black Hole Generator (an obvious infringement on Master of Orion territory.) Recommend changing the names so that they match. ------------------------------ Okay, my thoughts on weapon modding -- Here are some options that could be explored. 1) [Current approach] Basically keep everything even between different weapon types of the same Tier throughout the game

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[quote who="MabusAltarn" reply="1075" id="3516381"] It's not resources star-bases, its production modules that get out of control. If you manage to acquire all of them you can put 4 star-bases each giving +50% production and research to every planet in range. If you're lucky you can stack another four. At this stage of development I feel it would be a very risky en devour to redo the SB modules. [/quote] That makes sense. thanks.

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RE: mining modules: We probably don't want to go down this road, but for perspective -- If resources are abundant, then stacked-up mining bonuses can certainly be overpowering. But in a resource-poor galaxy, it can be just the edge the player needs. The player will probably not have access to more than a single resource in that situation. Anything helps.

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It took me a while to figure out the mining starbase module issue. I'm sure other players might experience this as well. Is there a way to make these techs untradeable to non-generic-tech civs or otherwise hide them? Also, does this issue work the other way around? Can the generic civs trade for, say, Collective Manufacturing from the Yor and stack on Yor-specific modules with their own?

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5.6.7 alignment issue: Here is the button alignment thing i mentioned earlier. It's a trivial issue, but the buttons in the box are supposed to have some whitespace around them i believe. It does not affect game play and no one would notice but me.

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5.6.7 Technology bug: If i play as the Yor and i trade for technologies Xeno Industrial, Xeno Factory Construction, or Manufacturing Centers, i do NOT get access to the associated starbase modules: Advanced Starbase Factory Mining HQ Massive Scaling Center Resource Excavation Interstellar Collectors Extraction Centers The techs all show up in my tree after trading for them, but when i upgrade an econ or m

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5.6.7 cosmetic issues: On race selection screen when picking a political party, the Technologist's description mentions +2 sensors but the bullet item says +1. Recommend removing "+2" from the description to keep it generic. "Advanced Population Acceleration" never fits in the container box on the techtree. Recommend changing to just "Population Acceleration". The save dialog on the ship editor still has weirdly aligned buttons at the bottom.

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[quote who="artstsym" reply="29" id="3515713"] but you can only have so many watershed techs before it becomes very hard to tell what to prioritize. [/quote] If you're finding difficulty in prioritizing tech choices, it's probably a well designed game. Obvious choices should not be choices.

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[quote who="SilasOfBorg" reply="1035" id="3515675"] * I'm not sure what, if anything, we should do about the Thalan. If they stall, they stall hard and are destined for galatic weakling status. If they get Mfr Matrix II in time, they can get very scary very fast. Oddly enough, I kind of like them this way. [/quote] I think this is actually acceptable. If they bomb out, they become a snack for the hungrier civs ( Someone has to go first). If they succeed, they qui

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[quote who="Maiden666" reply="1023" id="3515264"] Don't homogenize too much in this mod otherwise you will dumb down the game. [/quote] Agreed. It's okay if some races are somewhat better or worse than others. It's okay if certain races take better advantage of certain conditions than others. The point of this mod is to fix races that are utterly broken . I'm going to add some Master of Orion perspective: I remember that beating the game with

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[quote who="OShee" reply="1019" id="3515116"] All of the suggestions are balanced, please just pick one and don't hurt time-travellers and robots [/quote] I'm also a robot sympathizer. And we likes our terror drones. If it's possible to add entirely new invasion tactics, may i suggest some form of "assimilation" for the Yor? Resistance is futile.

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[quote who="MabusAltarn" reply="1010" id="3514960"] CivManagerWnd -Reordered tabs so the most useful ones are all the way to the left and not scattered around. The first three tabs are now: Colonies, Governors, Events, etc. No tabs were removed. [/quote] Recommend NOT doing that. Most of the people playing the mod are already used to playing the game and are used to having things in certain places. [quote who="MabusAltarn" reply="1010" id="3514960"] -

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These may already be fixed, but please check: 1) Yor did not have access to the telepathy center / insta-flip building. Is this supposed to be this way? I really like having that. 2) There is a visual alignment issue with the "save" modal dialog box when creating new ships. The box appears to be too long vertically and the buttons don't quite fit. Cosmetic only.

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[quote who="tid242" reply="4" id="3513957"] Anyway - would be an nice touch. Maybe along with the end-of-game stats a "total time played." Also, there could be a history of games played with the final stats/graphs and total time played for each one. But yea, Steam does keep track of game-time overall.. [/quote] I'm looking for per-game time, not total time. I'm particularly interested in seeing how long different map configurations and difficul

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[quote who="OShee" reply="951" id="3513844"] It's +1 HP, which, if you have no racial repair, equals to around 20% or maybe more. Oh, I though it is 1% and just a typo, thanks for clearing this up. I still would not use this module, for it's price, but it may have it's uses in certain circumstances. Forget about this one then :> [/quote] Okay, I don't get it. Can someone explain how the repair stat works, in terms a rea

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Here's a simple and easy to implement feature I would like to see in the final game: accumulated game time. I would just like to know how much of my life i wasted playing the game when it's over ;-) I imagine this stat would be shown next to saved game files, on the game victory summary, and on the "high score" list in addition to the information about what race way played, galaxy size, etc. Implementation details: you need to check for interactivity and stop t

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[quote who="OShee" reply="947" id="3513812"] I haven't checked in games 1-2, but on 3rd game no one had Power Plants. I don't remember anyone form AIP8 got them in those 3 games, I wasn't paying too much attention to that. Could be just on this occasion. Still, it's a minor tech, as AI don't really utilize PPs that well.[/quote] I've seen and have captured antimatter PPs in the wild. Built by thalans IIRC. [quote who="OShee" reply="947" id="3513812

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After 3 games in the 5.3.x branch, here's my high level feedback: The Thalans and Iconions are extremely tough if you let them get away. The Thalans have a very solid industrial base and the Iconions tend to tech up very fast at a certain point in the mid-game. Thalans grab Planetary Invasion very early, but Iconians still seem a bit reluctant to launch invasions at me. Not sure if it's because they didn't have PI or just prefer to play with all their ships instead. <

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I just started a new game with 5.3.0 as the Yor. I started with the Iconians in my race contacts screen, listed as "TEAM". I can contact them and they reply like a teammate as well. I've never seen this before. Is this intentional? I thought teams were limited to scenarios? What might have caused this?

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Greetings all, I've been watching this thread since it started. Keep up the good work! I finally decided to give the mod a try now that it is firming up. Setup: CU v5 Beta 2A (You guys need to adopt a standard X.Y.Z numbering system!), Painful, Large, common planets, loose clusters. Played as Yor with +Moral and +Economics pics. 8 AIs, 5 minors. Tech trading ON. I took the difficulty down a few notches than normal to fairly evaluate. <br

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