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'Strange But Good' Trait almost never spawns planets with moons ?

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7 years ago
Apr 2, 2018, 10:25:58 PM

Endless Space 1 for example has plenty of moons. I liked that, also the auto explore moon function. I'd like some more moons.


Just my 2 cents.

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7 years ago
Apr 10, 2018, 8:27:06 AM
Dragar wrote:
Suis3i wrote:
Dragar wrote:

Or raising the anomoly rate and increasing the proportion of moons to compensate.

They could also revamp part of the anomaly system and have moons a completely separate category from the others. Seeing as they're so common in our solar system but not so much in the game. 

They could, but the larger the change the less likely we are to see

Yeah true rip

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7 years ago
Apr 10, 2018, 7:14:58 AM
Suis3i wrote:
Dragar wrote:

Or raising the anomoly rate and increasing the proportion of moons to compensate.

They could also revamp part of the anomaly system and have moons a completely separate category from the others. Seeing as they're so common in our solar system but not so much in the game. 

They could, but the larger the change the less likely we are to see

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7 years ago
Apr 10, 2018, 5:23:31 AM
hera35 wrote:
Frogsquadron wrote:

This was a design decision from the start of the game's conception. While moons in Endless Space were another layer of upgrade for your systems, the design team wanted to explore a different direction in Endless Space 2.


They're rare just because they're competing for spots with other anomalies.

If moons in ES2 are supposed to be just anomalies rather than something more special, could you then perhaps streamline them into the regular anomaly system in some way? The current system is very unintuitive because:


  • Normal anomalies are explored by queuing system production by clicking the undiscovered anomaly button or using an exploration drone in the galaxy view.


  • Moon anomalies on the other hand can only be queued as system production, by clicking the "Reduce Negative Anomaly" button.


If both normal anomalies and moons are supposed to essentially be the same thing (albeit with different tech requirements) it'd make much more sense for them work the same way. Either way moon exploration being under the button that's used to counteract negative anomalies doesn't make any sense.

I agree with this but I also feel as if moons should have their own separate category. Especially since exploring the moon is already different, it makes more sense to continue to have them different (like the "Endless Moons" mod) than have them work the same as the other anomalies. However, this could prove confusing to newer players, and that wouldn't be helpful. 

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7 years ago
Apr 10, 2018, 5:21:08 AM
Dragar wrote:

Or raising the anomoly rate and increasing the proportion of moons to compensate.

They could also revamp part of the anomaly system and have moons a completely separate category from the others. Seeing as they're so common in our solar system but not so much in the game. 

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7 years ago
Apr 10, 2018, 5:20:24 AM
Savv3 wrote:

Maybe just have moons orbiting planets as a visual then, and only the ones that are anomalies be usefull. I don't know.

^^^ I could dig that 

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7 years ago
Apr 10, 2018, 5:18:22 AM
Frogsquadron wrote:

This was a design decision from the start of the game's conception. While moons in Endless Space were another layer of upgrade for your systems, the design team wanted to explore a different direction in Endless Space 2.


They're rare just because they're competing for spots with other anomalies.

Ohh okay then, maybe make them a separate anomaly then ? It's just weird barely coming across a dozen or two dozen moons in the game, when our solar system has 173 moons alone. 

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7 years ago
Apr 9, 2018, 8:22:19 PM

I don't mind moons not being as potentially game changing as in ES1, +1population slot is still nice, and can make high fids low pop slot planets a tad more worthwhile to keep rather than terraform, and sometimes they even give good stuff when you explore them, but I do agree that there ought to be more moons, given how they seem to be a common thing if you look outside during night or look at that gas giant with like a dozen one of which is named like Europe but those darn english speakers dont seem to notice that A and E are really the same in this case.


Point being, more moons would be cool. I dunno maybe the amount of anomalies under all settings and also the amount of anomalies that are moons could be increased? Or maybe a new kind of moon that's just like unreasonably many moons like with said planet. I dunno, I'm just a lunar lunatic.

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7 years ago
Apr 9, 2018, 1:14:35 PM

That moons have a whole tech and building dedicated to their exploitation, it really doesn't make sense they should be just anamolies. At the very least, I'd think the tech should be free.

Updated 7 years ago.
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7 years ago
Apr 9, 2018, 12:32:03 PM
Frogsquadron wrote:

This was a design decision from the start of the game's conception. While moons in Endless Space were another layer of upgrade for your systems, the design team wanted to explore a different direction in Endless Space 2.


They're rare just because they're competing for spots with other anomalies.

If moons in ES2 are supposed to be just anomalies rather than something more special, could you then perhaps streamline them into the regular anomaly system in some way? The current system is very unintuitive because:


  • Normal anomalies are explored by queuing system production by clicking the undiscovered anomaly button or using an exploration drone in the galaxy view.


  • Moon anomalies on the other hand can only be queued as system production, by clicking the "Reduce Negative Anomaly" button.


If both normal anomalies and moons are supposed to essentially be the same thing (albeit with different tech requirements) it'd make much more sense for them work the same way. Either way moon exploration being under the button that's used to counteract negative anomalies doesn't make any sense.

Updated 7 years ago.
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7 years ago
Apr 9, 2018, 12:22:37 PM

Or raising the anomoly rate and increasing the proportion of moons to compensate.

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7 years ago
Apr 9, 2018, 12:05:50 PM

Maybe just have moons orbiting planets as a visual then, and only the ones that are anomalies be usefull. I don't know.

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7 years ago
Apr 9, 2018, 9:34:24 AM

This was a design decision from the start of the game's conception. While moons in Endless Space were another layer of upgrade for your systems, the design team wanted to explore a different direction in Endless Space 2.


They're rare just because they're competing for spots with other anomalies.

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7 years ago
Apr 3, 2018, 2:48:38 PM
Lorco wrote:

to be honest moons are probably one of the worst benefital anomilies to get early game, and you have no guarantee that they will be worth anything in the late game.

That doesn’t explain why they’re not present @ the start and pretty uncommon throughout the game 

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7 years ago
Apr 3, 2018, 7:27:16 AM

to be honest moons are probably one of the worst benefital anomilies to get early game, and you have no guarantee that they will be worth anything in the late game.

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7 years ago
Apr 3, 2018, 2:18:27 AM
Savv3 wrote:

Endless Space 1 for example has plenty of moons. I liked that, also the auto explore moon function. I'd like some more moons.


Just my 2 cents.

Same same 

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7 years ago
Apr 2, 2018, 4:30:18 AM

So basically what the title says.


I have a little over 600 hours logged onto ES2, and many of those hours were done exploring different custom faction combinations, starting up games just to see what the typical "starting system" would be like, and I rarely see the Moon(s) anomaly appear on the home planet. I don't know if this is intended or not, but it's kinda a bummer to not be able to have a moon(s) orbiting your home planet. Nor does it make sense especially when the 'Garden of Eden' anomaly is sooooo much better for the early game, and that appears maybe 1/7 starts ? 


I also tested this out with the "Endless Moons" mod and though moons still appear more often in the home system, it's still not a rate that I would expect. Especially since moons are supposed to be quite common in the universe (?) 


I was wondering if a DEV could maybe shed light on why they don't appear as often as other anomalies at the start of the game or if anyone else has a different/similar experience with this ? 



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7 years ago
May 15, 2018, 9:48:06 PM

Perhaps the "strange but good/bad" traits should have a second rank that increases the chances of more powerful anomalies?

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