Feedback From beta 0.95b

Ive been playing a game as the Arcean's on an Immense map for the last few days, and here are some of the things I have encountered

Dread Lords:
-Showed up and made peace with everyone, Dread lords are not supposed to be peaceful
-When they offered me a peace treaty, I was able to get them to give me all their money and most of their tech, just to accept.

Special Techs:
- I was able to trade a bunch of tech that is not on my tech tree, however some of it was added in(like impulse and warp drives) while others were only available to trade with. I was also able to sell tech's I was pretty sure were not on the other guys tree's, however they happily paid for them.

Navigation:
A few times I ordered my fleets to attack some Drengin Asteroid bases.. however if i gave them their move orders and they made it to the asteroid fields while they were doing the end of turn moves, rather then attack they would move into that square, and get stuck. If I moved them during my regular turn (if they had enough movement points) they would attack the bases as they are supposed to. I could not move my fleets until I had destroyed the bases with another fleet.

Invasions:
The new invasion screen is sharper.. however I still thought it was a bit anticlimactic, not much action going on.

Wishlist:
12 Civ's on one map.... please? There is more then enough room on an immense map
Minor Civ's as protectorates.. or someway of telling the AI not to screw with your trading partners.
More Minor races. 8 is not enough for Immense Galaxy.
New trade good: Galactic Map ->reveals all unexplored sections of galaxy.. useful in later game.
One more Planet type.. something very hard to research the tech for, and will take way longer then any of the others to research.
Moonbases - Add extra planet tiles for habitable moons
Better Constructors.... I spend way too much time micromanaging these things, is there an easier way?(IE better, or more construction modules on a constructor)

On A Positive Note:
I found the current Beta EXTREEMLY stable, didn't crash once (and im running vista) good job on that stardock.
Mega Events - I found the one where someone places agents on everyones planets very entertaining.. even if the agents were a pain to remove.

5,180 views 12 replies
Reply #1 Top
Minor Civ's as protectorates.. or someway of telling the AI not to screw with your trading partners.
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This right here would make a great UP issue. Pick a random (or the weakest) minor race and vote on whether to make it illegal to go to war with that race. Just made sure that the code automatically excludes the Dread Lords and the Jagged Knife as possible candidates for this law.
Reply #2 Top
Special Techs:
- I was able to trade a bunch of tech that is not on my tech tree, however some of it was added in(like impulse and warp drives) while others were only available to trade with. I was also able to sell tech's I was pretty sure were not on the other guys tree's, however they happily paid for them.
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What exactly were you saying here? As the Arceans you were able to buy techs that weren't part of your tree and you could sell techs to the other race that weren't on their tree? That is working as intended, barring tech trading being disabled. There are some racial techs that can't be traded/stolen, but not all racial techs are this way.

You can get techs that aren't in your tech tree, but you cannot learn the upgrades from that tech as if it was in your tree. You'll have to buy/steal it from a race that has it.

BTW that mega event was in DA...I haven't seen any that were new to TA. The only thing I've noticed in that sense was a new UP vote to ban the use of Terror Stars.
Reply #3 Top
A few of my observations. Not too original, but they haven't been fixed.

1. I did see Terran Alliance max out on bulding space miners.
2. I continue to see minor races with Arcean techs.
3. Arcean continue to struggle against other races.
4. Creativity out of control.
5. Tech reseach is too fast.
Reply #4 Top
A few of my observations. Not too original, but they haven't been fixed.

3. Arcean continue to struggle against other races.
4. Creativity out of control.
5. Tech reseach is too fast.
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I agree with 3-these guys need some additional help. Perhaps the Stellar Forge could be further enhanced.

I disagree with 4-I like it just the way it is but also admit that it would not kill me if it went back to the way it was before or was nerfed back to a lower percentage.

I wholeheartedly agree with 5. I would like to see a few additional options in the research speed box that allows the player to slow tech down even further than it can be now.
Reply #5 Top


One more Planet type.. something very hard to research the tech for, and will take way longer then any of the others to research.

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On a related note, I'd like to see an option to set the proportion of extreme environment planets for a game -- something like "Extreme Environment Planets -- Low, Normal, High". It would be interesting to have a galaxy with many habitable planets, but most of them inaccessible to most races at the beginning.

Reply #6 Top
I'm crashing every few turns or so. Never had this problem until the latest beta

Reply #7 Top
On a related note, I'd like to see an option to set the proportion of extreme environment planets for a game -- something like "Extreme Environment Planets -- Low, Normal, High". It would be interesting to have a galaxy with many habitable planets, but most of them inaccessible to most races at the beginning.

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This might be good, but changing this would give the civilizations with the ability to colonize some of those planets from the get go a big advantage.

12 Civ's on one map.... please? There is more then enough room on an immense map
Minor Civ's as protectorates.. or someway of telling the AI not to screw with your trading partners.
More Minor races. 8 is not enough for Immense Galaxy.
New trade good: Galactic Map ->reveals all unexplored sections of galaxy.. useful in later game.
One more Planet type.. something very hard to research the tech for, and will take way longer then any of the others to research.
Moonbases - Add extra planet tiles for habitable moons
Better Constructors.... I spend way too much time micromanaging these things, is there an easier way?(IE better, or more construction modules on a constructor)

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I like all these ideas
Reply #8 Top


This might be good, but changing this would give the civilizations with the ability to colonize some of those planets from the get go a big advantage.
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So anyone concerned about that could leave the setting on normal and not worry about it.

Reply #9 Top
if they are going to put in an adjuter for that then none should also be an option for those who play without superablities on, and would like to not worry about the different atmospheres.
Reply #10 Top

if they are going to put in an adjuter for that then none should also be an option for those who play without superablities on, and would like to not worry about the different atmospheres.
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Sounds like a good idea to me.

Reply #11 Top
I don't know if this is a bug or purposeful design change, but I did find an uninhabited class 29 radioactive world in a game I started playing. I remember that the maximum size of a planet is suppose to top out at 26. Could this have something to do with the attempt to fix the lack of tiles for Gaea worlds, or was it just decided to up the maximum planet size in the game?

I'm going to have to try colonizing this one and see if any bonus tiles are available on this planet and get back to everyone. Anyone else have this happen?
Reply #12 Top

Navigation:
A few times I ordered my fleets to attack some Drengin Asteroid bases.. however if i gave them their move orders and they made it to the asteroid fields while they were doing the end of turn moves, rather then attack they would move into that square, and get stuck. If I moved them during my regular turn (if they had enough movement points) they would attack the bases as they are supposed to. I could not move my fleets until I had destroyed the bases with another fleet.
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I have had this happen with miners also. If my miner auto moves to an asteroid, it just sits there. If I then move to an adjacent field, all of a sudden it starts mining. I've taken to auto move to the tile next to the field, and then manually moving in...


Invasions:
The new invasion screen is sharper.. however I still thought it was a bit anticlimactic, not much action going on.
End of quote


What? those jumping flags kick a@@ !!! It would be neat to see the tiles of the planet with a tactical map like they show in all those discovery channel shows... the red lines over here sweeping into the manufacturing tile, the tiles changing from their color to your color as you sweep across the planet... The upper "movie" screen makes me feel like I'm standing in times square looking at an a-bomb advertisement... It's an improvement over the last one... but a map just changing color would be more interesting to watch.


Minor Civ's as protectorates.. or someway of telling the AI not to screw with your trading partners.

Moonbases - Add extra planet tiles for habitable moons

Better Constructors.... I spend way too much time micromanaging these things, is there an easier way?(IE better, or more construction modules on a constructor)
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I like these... All I'd like to see is enforceable borders added in. Automatic protection for minors inside your "sphere of influence"... Considering we can't really tell any civ to do much of anything, any diplomatic "stay away from me or else" type thing would be OK. Getting the AI to listen... well that's a different story. The moonbase could be a tile improvement similar to the starport... very easy to do. And with the promised editors it should be something you could do yourself, so hold on to that one. Might even be possible with said editors to make mini/multiple constructor modules, so that may be a DIY item too.

I have had one pathfinding crash in the last beta. Other than that the release has been solid. I do miss my custom race though. I'm hoping it will make a reappearance for the next beta. If not, the editors will be along soon...