End of Research Tree

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azpops
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End of Research Tree

Post by azpops »

I tried a game with no research victory allowed. I have reached the end of the research tree and found some problems.

1) The game wants me to choose a new research, but there aren't any. Suggest you add "Future Tech" as a placeholder at the end of the research tree to allow continued research when all known techs have been discovered.

2) Since I have no research to choose, the game does not allow me to automatically step through units and cities needing production. The only option I have is to choose a new research. I can manually step through units and cities, but it doesn't allow for the game to automatically step through them.

3) The game simply stopped when I ran out of techs to research. The AI continued to try to finish the turn, but I guess with no tech to research it's brain drifted off into the twilight zone. After I finished my turn, the AI turn never finished, it just kept on going. I finally stopped it after 15 minutes.
void
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Re: End of Research Tree

Post by void »

Thanks, will be fixed with this weeks update!
Lorenz Ruhmann
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azpops
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Re: End of Research Tree

Post by azpops »

By the way, those are some monster units you can build by the end of the research tree. If you have the time to build them, they seem like they would be almost impossible to stop.
Soheil
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Re: End of Research Tree

Post by Soheil »

Ya the final operations and units are meant to shift the power balance to help wrap up the game session and break deadlocks that might happen.
Soheil Khaghani
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SephiRok
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Re: End of Research Tree

Post by SephiRok »

azpops wrote:1) The game wants me to choose a new research, but there aren't any. Suggest you add "Future Tech" as a placeholder at the end of the research tree to allow continued research when all known techs have been discovered.

2) Since I have no research to choose, the game does not allow me to automatically step through units and cities needing production. The only option I have is to choose a new research. I can manually step through units and cities, but it doesn't allow for the game to automatically step through them.
Are you sure you didn't miss a tech? Choose research should already not display if you have all techs researched. Do you have a save game?
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azpops
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Re: End of Research Tree

Post by azpops »

Again, sorry, no. When I reached the end of the research tree, I clicked on "Choose Research" but nothing happened. The "Choose Research" button simply reappeared. I had researched all techs and there was nothing left to choose.
azpops
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End of Research Tree and Play comments

Post by azpops »

OK, I've played another game with no research victory option. I have reached the end of the tech tree and this time it allowed me to continue the game just fine. I did however find another problem.

One of my last techs researched was "Time Dilation" which is supposed to give you double movement allowance. I have attached the game file so you can see the problem. All units indicated that they now have double movement allowance, however, most (not all) land units still only allow the original movement allowance, not the doubled amount. For example, infantry has a movement of 1 normally. After researching the time dilation tech they all now show they have a movement allowance of 2 but still only show 1 movement point available even though I haven't moved any units yet. All naval and air units show double movement and have double movement available, but almost all the land units show only the original land movement available. Seekers show double movement of 4, but still only have 2 movement points available.

The AI seems to be more balanced now, except for Divine and Imperium. They still tend to die early in the game. Everyone hates them and they hate everyone so very early in the game they are at war with pretty much everyone and die pretty quickly. The other three factions seem to be more balanced and while they tend to go to war often with each other, the AI plays much smarter than in earlier versions so they tend to build up stronger and better armies to defend themselves and attack with.

Water transports are still pretty stupid. They still tend to move near warships and are very easily killed. Also, after orbital bombardment is discovered it is very easy to kill large stacks of transports and the AI tends to stack them 6, 8, or more and with one orbital bombardment or artillery unit you can kill the entire stack. I build some artillery barracudas just to hunt down transport stacks. They are easy fresh meat.

Fungus is a great idea. In the beginning it looks like something you want to get rid of quickly, but as the game progresses you find it actually provides better benefits than all other terrain types. I like it.

Never could figure out what the new formers actions regarding upgrading or degrading eco-regions is. All the former activities are the same as before. Don't know what you mean the formers can do now???

Would like some ocean formers. You've got all that water and no way to use it. Maybe even some ocean colonizers. All that ocean and nothing to do with it.

Others have mentioned this before but I'd like to second them. Don't think air and water units should be able to take cities. Should require a ground unit to capture the city. In real life air strikes and naval gunfire are great to have, but you need boots on the ground to capture and hold territory.

Again, different factions should have different unit types. They are all pretty boiler-plate now and having different unit types would make some of the factions more desirable than they are now.

Ability to trade units or research would be better than present money only.

Ability to raze cities would be good, too. That way you could get rid of some of the tiny cities built by other factions in the middle of your territory.
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azpops
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Re: End of Research Tree

Post by azpops »

OK, another problem. You can use the same save game I sent you as I have continued the game. I can no longer purchase units. I can select a unit, it can show the icon that it can be bought, there is plenty of credits, but nothing happens when you click on the purchase unit icon.
azpops
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Re: End of Research Tree

Post by azpops »

azpops wrote:One of my last techs researched was "Time Dilation" which is supposed to give you double movement allowance. I have attached the game file so you can see the problem. All units indicated that they now have double movement allowance, however, most (not all) land units still only allow the original movement allowance, not the doubled amount. For example, infantry has a movement of 1 normally. After researching the time dilation tech they all now show they have a movement allowance of 2 but still only show 1 movement point available even though I haven't moved any units yet. All naval and air units show double movement and have double movement available, but almost all the land units show only the original land movement available. Seekers show double movement of 4, but still only have 2 movement points available.
I am now three turns past the point at which I sent this and the double movement option has suddenly started working just fine. Crazy. It wasn't working for several turns and then suddenly started working.
SephiRok
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Re: End of Research Tree

Post by SephiRok »

Thanks azpops, you are being very helpful! Will get these things fixed.
Rok Breulj
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