Version 0.21 Observations

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azpops
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 205
Joined: Mon Jul 09, 2012 5:36 am

Version 0.21 Observations

Post by azpops »

I think this is the best version I've played yet. Seems to be more balanced and yet challenging. Have only played on moderate level so far, but will try next game on higher level and see what happens. Some general observations.

1) Artillery. I know many have complained about the artillery being too strong. I think it is about right. Spent 12 years in the field artillery and I think I know a little about what artillery can and can't do. The main problem I see is that the AI generally likes to build lots of cheap infantry units, many with little or no armor. They simply become instant hamburger to artillery. As they should. When the AI takes the time to build units (usually armor) with decent armor, they can withstand multiple artillery hits. Again, as they should. The main problem I see is that the AI needs to build better armored infantry units. When units have good armor the artillery isn't as effective against them.

2) Aliens. Much better fighting the aliens now. Not overwhelmed by Galeths and Devourers. Still have to battle to get established, but it makes the game a challenge. I don't use the device to capture aliens, not worth it to me to have them. By the time you are into the Mechanization period, the aliens are worthless in battle except to use as cannon fodder to make the enemy use up its attacks against them.

3) Diplomacy. It's better. Would still like to see trading of research/units/cities. I think that when a faction offers peace and it is accepted, there should be a minimum period of peace before they can declare war again. In my last game, the Divine's were constantly offering peace, and then the very next turn or two after that declaring war again. If you are going to offer peace, it should last a little while. I would also like to see what if any benefit there is to accepting trade or research pacts before I accept them. Currently, I can't see what benefit I gain from accepting a pact until after I accept it. Often there is no benefit for me to accept it, but there is for the AI faction. Would be nice to see how the pact would affect me before I decide to take it. Something like "Benefit from Trade Pact is X credits" or something similar.

4) Movement Rates. I like the new movement rates and terrains modifiers. Much more realistic now. Would still like to see the ability to build rail lines later in the game for moving units long distances.

5) Sea hexes. Still lots of dead space for the ocean. Need some type of buildings in the ocean to utilize the resources from the sea. Also would like to see ocean colonizers to be able to build cities in the sea.

6) Reviewing cities. There is still a bug in the view city mode. When clicking the right button, things work find. The left button works once or twice and then locks up.

Overall, I like the game as it currently plays, at least at moderate level. Will try a harder level next. Keep up the good work. The game is really feeling good to play. Always have to do "just one more turn."
Monaldinio
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 66
Joined: Tue Apr 02, 2013 5:39 pm

Re: Version 0.21 Observations

Post by Monaldinio »

azpops wrote:I think this is the best version I've played yet. Seems to be more balanced and yet challenging. Have only played on moderate level so far, but will try next game on higher level and see what happens. Some general observations.

1) Artillery. I know many have complained about the artillery being too strong. I think it is about right. Spent 12 years in the field artillery and I think I know a little about what artillery can and can't do. The main problem I see is that the AI generally likes to build lots of cheap infantry units, many with little or no armor. They simply become instant hamburger to artillery. As they should. When the AI takes the time to build units (usually armor) with decent armor, they can withstand multiple artillery hits. Again, as they should. The main problem I see is that the AI needs to build better armored infantry units. When units have good armor the artillery isnt so effective
He is right, the ai should build better Units.
Delta66
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 392
Joined: Sat Jan 28, 2012 12:45 pm

Re: Version 0.21 Observations

Post by Delta66 »

azpops wrote: 3) Diplomacy. It's better. Would still like to see trading of research/units/cities. I think that when a faction offers peace and it is accepted, there should be a minimum period of peace before they can declare war again. In my last game, the Divine's were constantly offering peace, and then the very next turn or two after that declaring war again. If you are going to offer peace, it should last a little while.

+1 here, about diplomacy,
First, I would like the diplo window to be a bit taller, to see all options at once without scrolling.
Diplomacy still feels "binary" (or rather like a Finite States Machine), the agreements and pacts doesn't feels compelling or binding. When playing I don't have a feeling of tensions progressively raising between factions, it often seems that anything can happen at anytime.
azpops wrote: I would also like to see what if any benefit there is to accepting trade or research pacts before I accept them. Currently, I can't see what benefit I gain from accepting a pact until after I accept it. Often there is no benefit for me to accept it, but there is for the AI faction. Would be nice to see how the pact would affect me before I decide to take it. Something like "Benefit from Trade Pact is X credits" or something similar.
I mentioned something similar in this post
viewtopic.php?f=204&t=44608
We see the relative values for the AI factions in each fields, but we don't know were we rate amongst them. It makes it hard to understand clearly what we gives and what we'll have in return.
azpops wrote: 5) Sea hexes. Still lots of dead space for the ocean. Need some type of buildings in the ocean to utilize the resources from the sea. Also would like to see ocean colonizers to be able to build cities in the sea.
turn."
I like the possibility to expand your cities across sea hex and maybe reach land across a coupe of sea hexs.
However azpops's suggestions sounds very good. Sea cities will add a lot to the SF theme, and make the game more different than other Civ games.
Delta66
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 392
Joined: Sat Jan 28, 2012 12:45 pm

Re: Version 0.21 Observations

Post by Delta66 »

azpops wrote: 1) Artillery. I know many have complained about the artillery being too strong. I think it is about right. Spent 12 years in the field artillery and I think I know a little about what artillery can and can't do. The main problem I see is that the AI generally likes to build lots of cheap infantry units, many with little or no armor. They simply become instant hamburger to artillery. As they should. When the AI takes the time to build units (usually armor) with decent armor, they can withstand multiple artillery hits. Again, as they should. The main problem I see is that the AI needs to build better armored infantry units. When units have good armor the artillery isn't as effective against them.
I had a different experience with artillery,
I had a experienced artilley unit, with imperium faction power bonus and attack device bonus. I attacked a Leviathan with power around 30.
On the first artillery attack the Leviathan was reduced from 30 to 1!
On the second artillery attack the Leviathan was reduced from 1 to 0.3.
And it was finally destroyed on the third attack.
The first hit seemed so devastating and it was hard to rationalize why the final 1 pt of power took two more attacks.

I don't know the exact armor value of the Leviathan, but I suspect it is not low for a non mecanical unit as its hide gives access to a armor bonus.

Also attacking a city occupied by several units for a total of 30+ power my artillery, wiped the defender in a single attack, something even elite close combat trooper could hardly do. Overall it feeled rather than a tactical nuke rather than artilery.

I don't know the inner details but, so far, I have the feeling that artillery efficiency (which I saw from the same unit can range from 33% to over 1000%) grow too quickly based on enemy power hether it is attack or defense based. Moreover difficult terrains doesn't seem to help the defender much.
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