Btw, I barely won Achilees Heel. Most because near the end they also got shields on thier ships I could not counter. But due to sheer luck Torian invasion happend few turns later.
player1_fanatic
Apolycalypse is not easy. Exempt if you play on normal or lower (then it happend that Torians conquered while I just sit on my homewole and doing research and gifting it to allies). But I had serious problems on Painful. Most probably becuse things are so random. For example in one of the tries it happend to me that 3rd encouter with DL ships had 44 poitns in shields. It was pretty much game over. In other attempt I was just too slow with military and when I actually g
It's simply a mess. If it was one tech per line it would be at least readable. But best would be to just list techs we don't have and techs they don't have, like it is in diplomacy window.
Don't forget that moral buildings don't give flat bonus to moral as it's popular oppinion. They mutiply base happines which is calculated by substracting pop penalty from 100%. So when you get to -80% pop penalty, all morale buildings are 1/5 effective. So +60% virtual reality center would add 20*0.6= 12% bonus in moral. Now tell me is it easy to offset or not?
With bug around, if it's 1 turn till discovering tech, or 1 turn till some cruical building or ships is completed, I play "just one more turn" and then quit.
Now, good luck with negating both -80% and tax penalty with morele buildings with just 1/5 of their strenght.
Please note building bonus is not a flat bonus, but a precentage modifier of base approaval, which is 100% minus population morale penalty. So for 20mil colony, building barely give 1/3 of original value.
Feature penalizing casual players? Very bad. Since casual player plays sometimes just 30min or hour, so it gets lost turns very often, somepared to some fanatic that plays 8hours without stop. By the way, there is much better way to reduce save/load exploits, and that's fixed random seed. So if you load game and do same thing, you get exactly same results. Used in many games.
Units still move on that "turn" so it's not completly empty turn. If AI suffers from this too, we could make some very nasty exploits with this.
Well, if it's capped at 25mil, then you don't really need big approval, big approval only helps faster pop growth (which you don't need for worlds like this). 50+ is more then enough. Focus on smaller worlds that still grow to have 100%.
Every time I load a save game, I don't gain any research and production done for next turn (maybe not even money, haven't checked that). This really borthers me, since it forces me to play lots of turns per session, since it makes small 3-4 turn sessions (in late game) heavily penalized (losing around 20% of all production). Please fix this, it's the worst bug I found.
When you terraform a tile (soil, habitat, terraform), planet class goes up. But after you load a saved game, planet class is back to original. Now, I wouldn't be bother with this bug much, if it didn't ruined some of my plans I had for class 5 world, that became class 7 world due to terraforming works. I got farm and everything and start growing. But after I load the save, it's back to class 5 (although there are still more tiles for buildings), and does not grow anymo
When we are takling about PQ, anyone toticed little big with terroaforming and loading saved games. When you terraform a tile (soil, habitat, terraform), planet class goes up. But after you load a saved game, planet class is back to original. Now, I wouldn't be bother with this bug much, exepmt if ruined some of my plans I have for class 5 world, that became class 7 world due to terraforming. I got farm and everything and start growing. But after I load the
I think only PQ planets less then 4 are either those preplaced for some races (like Altarian Wisp), or are the former victims of invasion tactics like mass drivers.
Well yes, while I personally have no problem with some extra growth you get from >75% approval, the whole idea that having 100% approval, instead of 99%, would somehow double your growth is very weird. And encourages high micromanagement to best optimize cities. After every party elections I really feel like dictator, with more then 90% votes beeing for me.
What makes DL add defenses to their ships? In my last Apolcalypse attempt (at Painful), they got shields fairly early. I only defeated around 2 of their ships without shields (they even haven't yet took any of the worlds). Then they got 34 defense in shields, making most of my ships useless. Even while I upgraded all my ships to missile and had some starbase support (+1 missle and mass driver attack), it wasn't enough to do any damage with my fleet of tiny ships (it's still effec
Well I guess whole interface was based with 1024x768 as minimum. That's why you get everything cluttered if you force lower resolution.
The point is to have an option, since some mods would for flabvor purposes require techs that are useful only for one side. Currently, something similar already exists, but it's ethics based.
Here is the thing if implemented would make my life easier. Since 100% approval colonies give monsterous +100% growth rate I try to keep all growing colonies at that rate. That needs a lot of micromanaging of tax slider evey few turns. So it could be a great if you could set taxes to "keep 100% approval", with option to exclude some colonies from this equation (making it keep all colonies exempt those selected to 100% aproval). This would greatly reduce micr
Still, it makes sense to be able to flag some things as unstolable/untradable.
Personally, I think it's bad for gameplay that homewolrd and other planets in homeworld solar system have random bonuses. That unbalances things a lot. Not to mention what happens when DL get access to this in Apocalypse on their home planets. Homeworlds should have preplaced bonuses. So you know, if you are Iconian that, for example, that your homeworls has one 100% research tile and the other planet one 100% manuf. tile... P.S. Or if not that, a
Personally, I don't like stacking rules. It enocourages starbase spamming and lots of micromanagement. It would give much better gameplay if it would not stack (then players would puit bases in such way to minimize overlaping).
There are several other defender and weapon technologies that give inferior equipment. They should be really checked for next patch.
I don't think as everybody saiys that allies are dummer at lower difficulty. At Apocalypse at normal difficulty AI allies pulled off to destroy Yor and Dregin completly and Toarians conquered DL, all themselfs. WIth me just waitig with single world and reseraching tech like crazy and gifting to allies. Now when I tried same at painfull, it was uttrer disaster. So I think that allies are not dummer at lower difficulties, only enemy AIs.