Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Gameplay Mechanics Q&A

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Pandora Series >> Gameplay Mechanics Q&A Page: [1]
Login
Message << Older Topic   Newer Topic >>
Gameplay Mechanics Q&A - 11/16/2013 1:57:37 PM   
SephiRok


Posts: 61
Joined: 5/3/2012
Status: offline
Hey guys,

If you have any pressing questions regarding gameplay mechanics please ask them here and we'll do a collaborative effort in answering everything.

Let's try to stick to a Q&A format that can help everyone, including us in determining what we should improve going forward. If you just want to vent your frustration, it would be awesome if you could do it in another thread.

Please be considerate, try not to repeat questions and try to be concise.

Note: Specifics discussed in this thread may very well change with updates.

< Message edited by SephiRok -- 6/5/2014 11:06:02 PM >


_____________________________

Rok Breulj
Designer and Programmer on Pandora: First Contact
Proxy Studios

[Twitter]
Post #: 1
RE: Gameplay Mechanics Q&A - 11/16/2013 4:04:08 PM   
Maudite

 

Posts: 13
Joined: 11/16/2013
From: United States
Status: offline
How is the xenomorph pheropod used? I equipped it and tried a few attacks and did not convert the alien. Perhaps it is chance based and I didn't try it enough times? Or is there a trick to using it?

Thanks!

(in reply to SephiRok)
Post #: 2
RE: Gameplay Mechanics Q&A - 11/16/2013 5:44:14 PM   
lparkh


Posts: 424
Joined: 7/25/2004
Status: offline
The device worked for me if I won the fight. The captured alien appears inside the original attacking stack and needs healing. Their seems to be a bound on how many captured aliens you can have. Appears at the top of the screen where food amounts etc appear.

(in reply to Maudite)
Post #: 3
RE: Gameplay Mechanics Q&A - 11/16/2013 5:45:03 PM   
lparkh


Posts: 424
Joined: 7/25/2004
Status: offline
Explain pollution please, how produced? how can you track how much you are creating?

(in reply to lparkh)
Post #: 4
RE: Gameplay Mechanics Q&A - 11/16/2013 6:01:02 PM   
Velihopea


Posts: 68
Joined: 5/26/2012
Status: offline

quote:

ORIGINAL: lparkh
Explain pollution please, how produced? how can you track how much you are creating?


Tooltip says the polluters, if you put cursor on the pollution

Question of my own:
The population required to grow the city seems to scale based on something. What is it? Number of cities/population/somethingelse?

(in reply to lparkh)
Post #: 5
RE: Gameplay Mechanics Q&A - 11/16/2013 6:10:48 PM   
SephiRok


Posts: 61
Joined: 5/3/2012
Status: offline
quote:

ORIGINAL: Velihopea
The population required to grow the city seems to scale based on something. What is it? Number of cities/population/somethingelse?

The growth required to grow a city scales based on the empire's population.

< Message edited by SephiRok -- 11/16/2013 7:46:48 PM >


_____________________________

Rok Breulj
Designer and Programmer on Pandora: First Contact
Proxy Studios

[Twitter]

(in reply to Velihopea)
Post #: 6
RE: Gameplay Mechanics Q&A - 11/16/2013 6:23:41 PM   
robc04

 

Posts: 146
Joined: 1/15/2012
Status: offline

quote:

ORIGINAL: SephiRok

quote:

ORIGINAL: Velihopea
The population required to grow the city seems to scale based on something. What is it? Number of cities/population/somethingelse?

The growth required to grow a city scales based on the city's population.



I know it seems silly to question what you say, but from what I saw the amount of population required to grow a city scales to the population of the entire faction, not just that city. All cities within a faction have the same growth target.

_____________________________

Because I play too much,
One Guy, Too Many Games

(in reply to SephiRok)
Post #: 7
RE: Gameplay Mechanics Q&A - 11/16/2013 6:46:41 PM   
SephiRok


Posts: 61
Joined: 5/3/2012
Status: offline
Yes, you are fully correct. We changed it so that an empire's growth is city-independent. I apologize. Thanks for correcting me. I edited my answer so no one gets confused.

_____________________________

Rok Breulj
Designer and Programmer on Pandora: First Contact
Proxy Studios

[Twitter]

(in reply to robc04)
Post #: 8
RE: Gameplay Mechanics Q&A - 11/17/2013 12:08:27 AM   
dougo33


Posts: 68
Joined: 11/23/2011
From: Eugene, Oregon
Status: offline
Is there any way to rename the various types of troops? I would like the ability to have Colonial Troop - missle, Colonial Trooper - Hellfire, etc. If this is not possible now, could it be added at a future date?

How many turns (at the beginning) does the "cease fire" with the aliens last?

Thanks

(in reply to SephiRok)
Post #: 9
RE: Gameplay Mechanics Q&A - 11/17/2013 12:27:59 AM   
SephiRok


Posts: 61
Joined: 5/3/2012
Status: offline
You can rename troops by clicking on the pen icon both in the workshop and in the selection panel.

Native aliens turn aggressive differently by species. On default settings bugs currently default to 45-55 turns, but alien aggression modifiers and your actions can affect this number further. You can find the details of each species in Data/World/Factions under "initialRestMin" and "initialRestMax".

_____________________________

Rok Breulj
Designer and Programmer on Pandora: First Contact
Proxy Studios

[Twitter]

(in reply to dougo33)
Post #: 10
RE: Gameplay Mechanics Q&A - 11/18/2013 2:26:14 PM   
GrumpyMel

 

Posts: 864
Joined: 12/28/2007
Status: offline
Very enjoyable game so far, a few quick questions...

Is there any mechanical difference between selecting an entire stack to attack an enemy stack and selecting each unit in a stack individualy to attack the same enemy stack aside from giving the player more control over the order of combat?

Does terrain effect combat and are we able to see what those numbers are anywhere?

Does having freindly units flanking an enemy effect combat?

Do the players ever get access to air units or is it just the aliens (maybe I haven't played deep enough in the tech tree yet)?

Is there any way to increase area of control aside from population growth of cities?


(in reply to SephiRok)
Post #: 11
RE: Gameplay Mechanics Q&A - 11/18/2013 3:59:14 PM   
robc04

 

Posts: 146
Joined: 1/15/2012
Status: offline

quote:

ORIGINAL: GrumpyMel

Is there any mechanical difference between selecting an entire stack to attack an enemy stack and selecting each unit in a stack individualy to attack the same enemy stack aside from giving the player more control over the order of combat?


I don't believe so.

quote:


Does terrain effect combat and are we able to see what those numbers are anywhere?

Yes, it is listed in the combat window. I don't recall offhand what the factors are, but the guerilla warfare tech gives a bonus to light biologic units in forests and mountains. I think mechanical units get a penalty in forests and mountains right from the start.

quote:


Does having freindly units flanking an enemy effect combat?

I've seen a flanking bonus in the combat window, but I didn't notice if there were adjacent units at the time.

quote:


Do the players ever get access to air units or is it just the aliens (maybe I haven't played deep enough in the tech tree yet)?

Yep, you just need to research the right tech to unlock that unit type.

quote:


Is there any way to increase area of control aside from population growth of cities?

Nope, but you can control which tile will be expanded into next but flagging it on the city screen.

Sorry I couldn't answer everything definitively, but my guess is that someone who knows more will fill in the blanks.



_____________________________

Because I play too much,
One Guy, Too Many Games

(in reply to GrumpyMel)
Post #: 12
RE: Gameplay Mechanics Q&A - 11/21/2013 7:03:46 PM   
Donegal

 

Posts: 15
Joined: 12/31/2005
Status: offline
What is the different between beam,missile and automatic weapons?

(in reply to SephiRok)
Post #: 13
RE: Gameplay Mechanics Q&A - 12/10/2013 9:51:01 AM   
arraamis

 

Posts: 1
Joined: 12/10/2013
Status: offline
Firstly, thank you for reviving a classic ...

1- Can additional factions be added to the game by modding or is there a six slot limit?
a.) Will new factions be added to the game by the Dev's in the near future?

2 - Can we have an "Automated unit" or function\Tech for map exploration (Equivalent to the explorer in SMAC)
Actually SMAC had two methods of revealing maps
1.) the explorer in the beginning (short lived map exposure)
2.) specific high-tech level achieved which used satellites to reveal the surface permanently by removing fog

3 - Is it possible to have a unique unit for each faction?
1.) for covert\espionage action (Destroy buildings - sow dissent by lowering moral etc...)
2.) unit used to steal technology\research data from other factions

4 - Will in-game faction statistics be added in the future?
1.) During the post-game display, you can see how well you did statistically in each category. Can something similar be added for in-game use.

Thanks!!!!

(in reply to SephiRok)
Post #: 14
RE: Gameplay Mechanics Q&A - 1/4/2014 10:13:08 PM   
spitfire_ch


Posts: 6
Joined: 4/16/2010
Status: offline
I don't quite understand how the area of control grows. I know that I can flag the tile to expand to next. But some tiles never seem to be flaggable - even if they are neutral and next to my area of control. For example, I would like to expand the AOC to include an ancient observatory. I could expand to the field next to it, but not to the observatory itself. What are the rules to make a tile flaggable?

Thanks!

(in reply to arraamis)
Post #: 15
RE: Gameplay Mechanics Q&A - 1/6/2014 1:43:01 PM   
Joram

 

Posts: 3199
Joined: 7/15/2005
Status: offline
Can each of the victory conditions be summarized here?

(in reply to spitfire_ch)
Post #: 16
RE: Gameplay Mechanics Q&A - 1/8/2014 11:28:39 PM   
spitfire_ch


Posts: 6
Joined: 4/16/2010
Status: offline
Both, armor and weapons increase the fist symbol (strength). There is no symbol indicating defense. Does this mean that there is no difference between weapons and armor? They both are just slots to increase the strength of your unit?

(in reply to Joram)
Post #: 17
RE: Gameplay Mechanics Q&A - 1/9/2014 12:15:47 PM   
Joram

 

Posts: 3199
Joined: 7/15/2005
Status: offline
Any chance of an 'A' to my 'Q'. If this has already been answered somewhere, I'd be obliged if someone can point me in the right direction.

(in reply to spitfire_ch)
Post #: 18
RE: Gameplay Mechanics Q&A - 1/10/2014 12:56:32 PM   
SephiRok


Posts: 61
Joined: 5/3/2012
Status: offline
quote:

I don't quite understand how the area of control grows. I know that I can flag the tile to expand to next. But some tiles never seem to be flaggable - even if they are neutral and next to my area of control. For example, I would like to expand the AOC to include an ancient observatory. I could expand to the field next to it, but not to the observatory itself. What are the rules to make a tile flaggable?

Every time your city grows, starting at 8, your borders expand. You cannot expand outwards more than a certain amount of tiles (4 currently IIRC). Hives also prevent you from expanding onto any tile around them.

quote:

Can each of the victory conditions be summarized here?

* Research 75% of all technologies to win a scientific victory.
* Control 75% of Pandora's population to win a military victory.
* Accumulate enough credits to purchase 75% of the other independent factions' economies to win an economic victory.

quote:

Both, armor and weapons increase the fist symbol (strength). There is no symbol indicating defense. Does this mean that there is no difference between weapons and armor? They both are just slots to increase the strength of your unit?

Yes and no. Weapons also give you conditional modifiers, like +25% vs biological and -25% vs mechanical. Sometimes weapon always-on modifiers don't have an effect, like when you're being bombarded or hit from no enemy retaliation weapons (snipers and artillery). Sometimes armor modifiers don't have an effect, like when you're attacking with no enemy retaliation weapons (snipers and artillery).

_____________________________

Rok Breulj
Designer and Programmer on Pandora: First Contact
Proxy Studios

[Twitter]

(in reply to Joram)
Post #: 19
RE: Gameplay Mechanics Q&A - 1/10/2014 4:40:13 PM   
Joram

 

Posts: 3199
Joined: 7/15/2005
Status: offline
Thank you. So it doesn't actually pay to skip over older technologies. The way the tree is structured this is eminently feasible if it weren't for that victory condition.

(in reply to SephiRok)
Post #: 20
RE: Gameplay Mechanics Q&A - 1/11/2014 1:45:06 PM   
SephiRok


Posts: 61
Joined: 5/3/2012
Status: offline
Technically, it's 75% of all research cost, so late techs give you more.

_____________________________

Rok Breulj
Designer and Programmer on Pandora: First Contact
Proxy Studios

[Twitter]

(in reply to Joram)
Post #: 21
RE: Gameplay Mechanics Q&A - 1/11/2014 7:21:33 PM   
spitfire_ch


Posts: 6
Joined: 4/16/2010
Status: offline
Thanks a lot! Now the game is not just extremely addictive, but its mechanics are also much clearer, thus increasing the fun even more! :)

(in reply to SephiRok)
Post #: 22
RE: Gameplay Mechanics Q&A - 5/18/2014 11:18:17 PM   
gunnergoz


Posts: 447
Joined: 5/21/2002
From: San Diego CA
Status: offline
How does remote harvesting work? What do I have to do and what is the payoff?

_____________________________

"Things are getting better!
...Well, maybe not as good as they were yesterday, but much better than they will be tomorrow!"
-Old Russian saying

(in reply to SephiRok)
Post #: 23
RE: Gameplay Mechanics Q&A - 9/6/2014 8:42:13 PM   
old101


Posts: 1200
Joined: 11/17/2002
From: Hole-in-the-Wall
Status: offline
I can't find the button or hot key to bring up the production menu. Any help would be appreciated.

_____________________________


(in reply to gunnergoz)
Post #: 24
RE: Gameplay Mechanics Q&A - 9/8/2014 5:23:58 PM   
jack54


Posts: 1093
Joined: 7/18/2007
From: East Tennessee
Status: offline
quote:

ORIGINAL: Old Eagle101

I can't find the button or hot key to bring up the production menu. Any help would be appreciated.


Closest thing I found is the F3 key or the 'economy button' on the bottom of the screen. This gives a list of Cities and what each is producing. Hope this helps.


< Message edited by jack54 -- 9/8/2014 6:24:28 PM >


_____________________________

Avatar: Me borrowing Albert Ball's Nieuport 17

Counter from Bloody April by Terry Simo (GMT)

(in reply to old101)
Post #: 25
RE: Gameplay Mechanics Q&A - 9/26/2014 2:32:49 PM   
RockKahn

 

Posts: 163
Joined: 10/27/2011
From: USA
Status: offline
You can also open the production menu by clicking on the city name located under the city hex on the map. Then you can cycle through the cities by clicking on the arrow beside the city name at the near top of the screen.

_____________________________

I don't write Universal Law. I just live by it.

(in reply to jack54)
Post #: 26
RE: Gameplay Mechanics Q&A - 9/26/2014 9:16:27 PM   
RockKahn

 

Posts: 163
Joined: 10/27/2011
From: USA
Status: offline
1. How do I get a list that shows where my faction currently ranks in military strength, economy, population, etc.?

2. How do I stop spies? I shouldn't have to ring my cities with troops to stop a spy from entering, should I?

_____________________________

I don't write Universal Law. I just live by it.

(in reply to RockKahn)
Post #: 27
RE: Gameplay Mechanics Q&A - 9/29/2014 7:21:23 AM   
Runesil

 

Posts: 12
Joined: 11/16/2010
Status: offline
Is there any way to automate Espionage? It also seems to me that currently espionage is fairly overpowered.

As an example, I currently have 3 other factions bordering my own, so I've setup three sets of Agent pairs (One each for credit and research) and every turn I need to steal credit and research from each other faction manually. I often receive between 3-4x the amount of research and credits that I can produce within my own cities, and I'm the most powerful faction on the planet at the moment!

Thanks,
Greg

(in reply to SephiRok)
Post #: 28
RE: Gameplay Mechanics Q&A - 9/29/2014 9:44:48 AM   
Webizen


Posts: 1973
Joined: 4/12/2005
From: WV USA
Status: offline
1) use the diplomacy screen. What you see there is your relative standing vs each faction, or better said what their standing is relative to you.

2) as currently implemented that is the only full proof way. I station picket units out so that I have visibility on hexes within spy striking range of my city. Then if I see one approaching, I destroy it.

quote:

ORIGINAL: RockKahn

1. How do I get a list that shows where my faction currently ranks in military strength, economy, population, etc.?

2. How do I stop spies? I shouldn't have to ring my cities with troops to stop a spy from entering, should I?



< Message edited by Webizen -- 9/29/2014 2:28:02 PM >


_____________________________

Tac2i

(in reply to RockKahn)
Post #: 29
RE: Gameplay Mechanics Q&A - 9/29/2014 11:46:46 AM   
Webizen


Posts: 1973
Joined: 4/12/2005
From: WV USA
Status: offline
No way to automate.

quote:

ORIGINAL: Runesil

Is there any way to automate Espionage? It also seems to me that currently espionage is fairly overpowered.

As an example, I currently have 3 other factions bordering my own, so I've setup three sets of Agent pairs (One each for credit and research) and every turn I need to steal credit and research from each other faction manually. I often receive between 3-4x the amount of research and credits that I can produce within my own cities, and I'm the most powerful faction on the planet at the moment!

Thanks,
Greg



_____________________________

Tac2i

(in reply to Runesil)
Post #: 30
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Pandora Series >> Gameplay Mechanics Q&A Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.156