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[PRE-PATCH] Suggestions for changes

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4 years ago
Feb 8, 2021, 12:25:55 PM

I don't know if such a thread exists; searching did not bring anything like it up but if it does then this post should belong there.

As a DLC is coming soon we'll be getting a patch so I thought we could address some problems to be fixed alongside. Note I'm speaking more of game play problems than straight technical problems because the latter are plain bugs (like the infamous disappearing description UI problem).


Some things to consider from me:
- being able to terraform into hot planets is useful if a custom faction pop is constructed in production queue and may be problematic otherwise; right now Continuum Sculptors (Riftborn gameplay affinity) changes terraforming direction while Riftborn visual affinity makes pop built in the queue - both should be in the same trait instead (probably both in Riftborn visual affinity)

- Riftborn visual affinity description should mention the fact it makes population built in the queue with Industry

- important terraforming information about some traits is missing from their descriptions (Continuum Sculptors changing terraforming direction, Ship Bound being unable to terraform even with Behemoths)

- linked to the above: should Ship Bound really be unable to terraform with Behemoths?

- with properly set up custom faction it is possible to reach pop max of some planets beyond what the UI is capable of showing (Crowded Planets II can give +2, anomalies up to +4 slots, with fertile, huge and system improvements this can exceed the max number)

- it would be useful if starting minor traits had gene splicing information added to their description

- Nakalim pop collection trait is visible and selectable even with The Awakening DLC disabled but not functional without the DLC
- Beliefs not Breakthroughs on the other hand could be perfectly functional with the DLC disabled

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4 years ago
Feb 11, 2021, 4:27:06 PM

I tried the scientific treaty on many occasions, and it has never been cost efficient influence wise. In addition, having a scientific treaty with someone leading in science feels odd as he will win without you even in alliance (he will just leave when he got the 4 endless tech).

 I have a suggestion that could help tackle the impossibility of a scientific alliance victory and give meaning to the scientific treaty.

 

The effect would be for each player: -30% of science and give a bonus to the partner equal to 50% of your science production (before reduction). If your partner has the same amount of science, it will both gives you +20%. You really are mutualizing research with your partner. The numbers can be calibrated for the number of partners and/or by major races on the map.

 

The ideas are:

- You can have a meaningful bonus out of it, if your partner is doing science too.

- If you are leading in science, you are helping your partner following you and therefore increasing the chance of him getting 2 endless techs before you reach the fourth (in the case of alliances).

- If you are producing a lot of science and in an alliance with race with other goals, it will be the cost you have to pay, your contribution, to help the alliance winning in supremacy (as it is the only viable wining possibility in alliance to me).

Updated 4 years ago.
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4 years ago
Feb 11, 2021, 6:11:19 PM

Let the vodyani raze the academy home system as per the quest; it's an objective for a quest branch but you can't do it since the academy is a "real" empire now and has a capital. And you can't raze capitals..

In fact, Please un-trash the academy in general, it's a horribly-designed mechanic. There are cool ideas but god the implementation is awful. Resource contribution is extremely RNG-heavy, and the fleets/ship really upsets balance of power in the early game (and not in a good way, since it's rarely the weak empires that get the fleets).

Kill the Pending bug. I know there's an easy fix that works in most cases (dismiss all reports) but ffs.

I'm guessing it's just me but my install's vodyani theme is corrupted or something and sounds extremely low-quality no matter what I do (headphone mode or not, surround sound or not..). Like if my headphones were plugged only halfway into the port. It's only that theme specifically, everything else is fine, and no I'm not referring to the effect when you enter a menu. It permanently sounds like it's underwater playing through a wooden speaker.

Balance hacking a bit -- I've absolutely wrecked early-game empires by hacking the capital and spawning pirates. 1-2pop turning into pirate fleets isn't a huge deal but yes it really is when the system in question has 3 population total and no defense fleets yet.

Riftborn are definitely certainly very fair and balanced.

Can we get some more empire colors pls<3 Ik there are mods, so it can't be a very hard thing to implement..

Law balance pass would be nice, some are worthless while others priceless.

Vodyani AI needs help, they always get wrecked because they can't expand like an aggressive player (in my experience at least). **The AI specifically, not the race, the race is almost as fair and balanced as the riftborn...

Give Horatio some love.

<3

Updated 4 years ago.
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4 years ago
Feb 13, 2021, 3:35:02 PM

+1 to all of this. Just like Civ6 this game is SO CLOSE to being absolutely amazing, it just needs a few more balance/polish passes from the devs. 

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4 years ago
Feb 13, 2021, 5:58:49 PM

+1 give Vodyani some love, why cant they terraform planets? We got behemoths! They cant even restore destroyed planets :(


And they should definitely be able to have the crowded planets II as a custom faction! Thank you!

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4 years ago
Feb 14, 2021, 3:45:46 PM
Sublustris wrote:

They do not live on planets. Stop these nonsense.

They do not live on planets but they still take advantage of the planet resources, that's why cutting them off terraforming is doubtful balance-wise. And we're talking about doing it with a Behemoth, not in Construction queue.

Since someone mentioned the Academy: Penumbra and The Awakening DLCs do not combine well. Umbral Choir should be able to build Sanctuaries on Academy planets and benefit from having Sanctuaries on Academy system without The Awakening somehow.

And a very minor thing but "-0 Depletion Points on Planets" could simply disappear from faction description when a Gene Hunter with Planet Menders and Cravers' pop trait splices Sowers.

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4 years ago
Feb 14, 2021, 6:39:02 PM

Because they live above planets, they exploit all of them at once and ignore planet size, at the expanse of loosing ability to terraform or specialize said planets, and negate anomalies. Behemoths included. It's by design.

Updated 4 years ago.
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4 years ago
Feb 15, 2021, 5:54:08 PM
Sublustris wrote:

Because they live above planets, they exploit all of them at once and ignore planet size, at the expanse of loosing ability to terraform or specialize said planets, and negate anomalies. Behemoths included. It's by design.

I have to agree. They are not planet-bound. They do not terraform because they could pack up and leave said planet the next day.

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4 years ago
Feb 20, 2021, 2:14:37 AM
Nakalim AI really needs a look.  They barely utilize their tech advantage and it quickly becomes obsolete versus most other factions. Their current Science malus is not surmountable by the AI.  The AI also plays them extremely antagonistically, meaning they are constantly at war and can never use their Temples to effectively convert.  They are easily the weakest AI faction lategame, and often the first to be rolled by a competent AI faction.
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