Uemon wrote: ↑Tue Sep 24, 2024 11:34 pm
Another issue is losing all of a leaders gear (armor, etc.) when they die peacefully at home. In long games all of the goodies that customise characters disappear from the game completely as leaders die of old age. This is not right.
vic edited post by accident
added this one to wishlist
and truly sorry, instead of quoting you, i edited your post
i did read it completely though and this was the 1 item i agreed with. the rest was mostly about GR Cloning being overpowered and not agreeing about the reduction in artifact frequency
however note that in the future i am planning different ways to get more artifacts + GR stuff out of the ground. it might just be a while until i get there.
best wishes,
Vic
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Uemon wrote: ↑Tue Sep 24, 2024 11:34 pm
I still havent played the very last version in case this is addressed already.
But can you take a balancing look at cloning building?
I cant help but feel that its extremely broken. Basically as soon as you get one, its game over for the AI. I really think they should have a fixed population increase (+a few hundred), and then maybe enable multiple levels to be stacked, rather than having it scale with population size. Like 100 turns in, you can get 500.000+ population and insane per turn growth, like mutliple thousands from this single asset...
I think balancing it and all other rare GR techs by Tech level + skill roll to not have it be so overpowering and still gain some bonuses. Its an buried tech and some parts wont work until you get some tech knowledge to fix it.
Ummm. I dont really see the purpose of the new housing building. Ive tried both building them and not building them at all and i ... cant really see any difference xD
Also i feel like overall its much easier to manage population now. The process of free folk joining actual cities seems... faster now.
Can someone check major regimes for me, whenever i select any, they all show green "peace" to me. It kinda looks odd because im pretty sure at least 4 out 5 of them would hate me even before we made contact.
I've been playing a low population game on the new patch. Lots of founding new zones and expanding. When the QoL of your main city or cities becomes very high, it becomes more of a struggle to maintain worker happiness in developing zones. Housing definitely helps to stop worker loss in small zones at a certain point.
Going back a few patches, I've also really enjoyed having the improvised IP stratagem (thanks Vic!) and more frequent metal deposits, even if many of them are low accessibility. It has made my low population low metal planet more exciting.
Uemon wrote: ↑Fri Oct 04, 2024 11:43 pm
Something aint right here. I dont think ive had a single major AI declare war on me on this patch
I have had two declare war on me in my latest game started under the "i" patch. Hard setting.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Uemon wrote: ↑Wed Oct 02, 2024 10:17 pm
Can someone check major regimes for me, whenever i select any, they all show green "peace" to me. It kinda looks odd because im pretty sure at least 4 out 5 of them would hate me even before we made contact.
They used to start on "respect borders".
That level where you aren't quite at peace, but also can't push each others borders.
Maybe Vic upgraded them to start at proper peace now?
Uemon wrote: ↑Tue Sep 24, 2024 11:34 pm
I still havent played the very last version in case this is addressed already.
But can you take a balancing look at cloning building?
I cant help but feel that its extremely broken. Basically as soon as you get one, its game over for the AI. I really think they should have a fixed population increase (+a few hundred), and then maybe enable multiple levels to be stacked, rather than having it scale with population size. Like 100 turns in, you can get 500.000+ population and insane per turn growth, like mutliple thousands from this single asset...
I am nudging this a little bit as I dont completely disagree
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Uemon wrote: ↑Tue Sep 24, 2024 11:34 pm
Another issue is losing all of a leaders gear (armor, etc.) when they die peacefully at home. In long games all of the goodies that customise characters disappear from the game completely as leaders die of old age. This is not right.
vic edited post by accident
and truly sorry, instead of quoting you, i edited your post
best wishes,
Vic
No problem.
I'm used to being edited.
I'm married.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand