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Galaxy generation and pirate positioning.

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4 years ago
May 17, 2020, 10:01:32 PM

Hello.

i have about 500 hous on the game and i really love it but some things are bothering me.
One is the galaxy rng. I wanted to ask if there is any kind of failsafe/control system to prevent extreme swings. An example is an unfallen player with double tree panets (apart from capital) on same system as koyasill + minor race, compared to no minor, no tree planets on home system, and a stretch of 2-3 systems with frozen/hot planets. It can make or break mp game and i feel a basic frame of limits to rng in the immediate area would greatly benefit the gameplay experience.


The second is about pirates.

I play endless diff and pirates and i noticed something strange. As on lower difficulties pirates are not threatening i love this difficulty, but often, as i deal with the first pirate lair, a second respawns the next turn, right on top of the first one, and whats more this will happen even if i was guarding the sector!
it can be a really bad rng situation of pirates spawning like that, and futhermore if they spawn on a spiral arm or on the only good system of the region it feels horrible. So  you commit resources and suddenly feel like you accomplished nothing because the pirates spawn so unrealistically.


all in all the game is amazing and these details would make it so much more enjoyable and satisfying.

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4 years ago
May 18, 2020, 8:04:05 AM

Hey


From what I know, galaxy settings can be customized in the options before launching the game: shape, size, type of stars that generate certain planets depending if hot or cold, abundance or not of resources, amount of nodes...

For the pirates, yep... that's just how it works. I play on endless difficulty, but leave the pirates on normal. I find that they are entertaining to the extent of being a pain in the neck, I don't want hordes of pirate ships invading my systems at turn 40 when I'm just starting to get things going. I want a game to be difficult, not frustrating: the real deal is against the other factions. From what I understood, they spawn randomly on any kind of star system, and yes, I get what you're saying: it sucks when they spawn in that perfect system you were building a settler for to colonize. It has the potential to slow down your game quite a bit. But that's just how it is, either you accept the risk and play with pirates, or turn them off.Me personally I played a couple of games with no pirates, and realized my life was just way too easy, so turned them back on, felt like cheating. They generally represent the right amount of military challenge before dealing seriously with the other factions.

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4 years ago
May 18, 2020, 9:39:52 AM

I actually find pirates more interesting to play against than most major factions. Only exceptions are riftborn, cravers (strong fleets, agressive expansion)and unfallen (bigass home system, tough to invade without preset). Pirates bring spice to the early game and are fun to mess with.

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4 years ago
May 18, 2020, 7:54:18 PM

yea i like pirates being there due to ai not being very engaging besides a craver rush. the issue with map is you have no setting to prevent wild swing on luck/unluck and it feels very frustrating.

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3 years ago
Jun 7, 2021, 6:52:37 PM

I actually find pirates more interesting to play against than most major factions. Only exceptions are riftborn, cravers (strong fleets, agressive expansion)and unfallen (bigass home system, tough to invade without preset). Pirates bring spice to the early game and are fun to mess with. 

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Updated 9 months ago.
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