Version 0.24.0 Released

Moderator: Pandora Moderators

Post Reply
SephiRok
Proxy Studios
Proxy Studios
Posts: 1024
Joined: Thu Jul 19, 2012 10:19 am
Contact:

Version 0.24.0 Released

Post by SephiRok »

Version 0.24.0 wrote:
  • NOTE: Previously saved games are not compatible with this version.

    Added:
    * Added denounce and praise diplomacy options.

    Changed:
    * Non aggression pact now lasts 5 additional turns after termination.
    * Xenomorph Pheropod is now discovered by killing any xenomorph instead of from ruins.
    * Aspidoch is now power 16 with +50% when defending.
    * Tweaked migration strength.
    * Doubled city takeover morale penalty and duration.
    * Only show yield overlay up to 2 tiles away from the unit for Colonizers and Formers.
    * Improved updater.
    * Improved diplomacy panel.
    * Tweaked selection panel.
    * Tweaked workshop panel.
    * Visual tweaks.

    Fixed:
    * Fixed crash when refitting 3 or more units at the same time.
    * Fixed unit not being renamed when refitting.
    * Fixed some issues in mac and linux packages.

    Removed:
    * Reduced growth options back to only raze.
    * Removed growth infinite produceable.
Rok Breulj
Designer and Programmer
Proxy Studios
Monaldinio
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 66
Joined: Tue Apr 02, 2013 5:39 pm

Re: Version 0.24.0 Released

Post by Monaldinio »

* Reduced growth options back to only raze.
What a pity! I liked this options...(Stagnation, Emigration)

What was the reason of removing this options???
DewyB
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 60
Joined: Mon Mar 04, 2013 2:42 pm

Re: Version 0.24.0 Released

Post by DewyB »

Non aggression pact now lasts 5 additional turns after termination.
Curious to see how this works with the orbital bombardment... my preferred method of declaring war.
Xenomorph Pheropod is now discovered by killing any xenomorph instead of from ruins.
Sounds like a fine solution.
Only show yield overlay up to 2 tiles away from the unit for Colonizers and Formers.
+1
Reduced growth options back to only raze.
I was just getting to the point of using these... didn't see a whole lot of benefit (emigration achieved via colonizer, not drop down option) but was looking forward to exploring them. We can still STOP growth, right? That was the only one I was actually using.
Previously saved games are not compatible with this version.
Ahhh crap! hahaha, well... off to create a Solar Dynasty again!
void
Proxy Studios
Proxy Studios
Posts: 256
Joined: Wed Jul 18, 2012 12:19 pm

Re: Version 0.24.0 Released

Post by void »

Concerning the removal of growth control: The optimal way of playing the game was to stop growth in all cities but one, which channeled your entire growth into a single city to get it up and running as fast as possible. It required a player to keep toggling growth multiple times for each refocus and a missclick could result in an entire turn of growth going to waste. Moreover, to play it fully optimally, one would want to stop growth as close as possible to the threshold for losing a citizen. Very annoying, especially since the game already has enough micro management with citizen allocation. A better control scheme would be to simply select which city should receive all the growth, but such a concept is just too unrealistic and abstract for our taste. The automated migration system that spreads growth based on habitat and morale is a clean solution, gives good results and allows us to finetune migration strength against the requirement to improve habitat. Before you could pretty much ignore habitat improvements by always dropping a new city and stopping growth in the previous one.
Lorenz Ruhmann
Proxy Studios
Monaldinio
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 66
Joined: Tue Apr 02, 2013 5:39 pm

Re: Version 0.24.0 Released

Post by Monaldinio »

Curious to see how this works with the orbital bombardment... my preferred method of declaring war.
In my current Game i have attacked another faction with orbitalbombardement, but at this Time i was in Peace with this faction?! I can do this Operation without declaring war?!?
DewyB
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 60
Joined: Mon Mar 04, 2013 2:42 pm

Re: Version 0.24.0 Released

Post by DewyB »

I can do this Operation without declaring war?!?
Not sure about currently, but before I could orbital bombard someone I had a non aggression pact with... they of course immediately declared war on me, so there WERE repercussions. I only did it to instigate war of course... not for amusement.
Before you could pretty much ignore habitat improvements by always dropping a new city and stopping growth in the previous one.
Yep... that's what I was doing.
gfurst
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 43
Joined: Thu Jul 18, 2013 2:46 pm

Re: Version 0.24.0 Released

Post by gfurst »

void wrote:Concerning the removal of growth control: The optimal way of playing the game was to stop growth in all cities but one, which channeled your entire growth into a single city to get it up and running as fast as possible. It required a player to keep toggling growth multiple times for each refocus and a missclick could result in an entire turn of growth going to waste. Moreover, to play it fully optimally, one would want to stop growth as close as possible to the threshold for losing a citizen. Very annoying, especially since the game already has enough micro management with citizen allocation. A better control scheme would be to simply select which city should receive all the growth, but such a concept is just too unrealistic and abstract for our taste. The automated migration system that spreads growth based on habitat and morale is a clean solution, gives good results and allows us to finetune migration strength against the requirement to improve habitat. Before you could pretty much ignore habitat improvements by always dropping a new city and stopping growth in the previous one.
Very good, I didn't actually play the previous version, so can you explain what were the growth options?
And how it is now? No options to growth, even to stop?

I like where its going, to create more natural game and less micromanaging. One solution to to growth would be to make migration global, with factors between different factions. This way you have to compete with others to have better cities too and make the whole thing balanced. Fine tuning the migration mechanic in the process. Another suggestion would be to reduce growth output, not only dependable on the size of population but on health and maybe other factors. ( I did write a thread for this)
Fimconte
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 204
Joined: Fri Aug 12, 2011 11:12 am

Re: Version 0.24.0 Released

Post by Fimconte »

void wrote:Concerning the removal of growth control: The optimal way of playing the game was to stop growth in all cities but one, which channeled your entire growth into a single city to get it up and running as fast as possible. It required a player to keep toggling growth multiple times for each refocus and a missclick could result in an entire turn of growth going to waste. Moreover, to play it fully optimally, one would want to stop growth as close as possible to the threshold for losing a citizen. Very annoying, especially since the game already has enough micro management with citizen allocation. A better control scheme would be to simply select which city should receive all the growth, but such a concept is just too unrealistic and abstract for our taste. The automated migration system that spreads growth based on habitat and morale is a clean solution, gives good results and allows us to finetune migration strength against the requirement to improve habitat. Before you could pretty much ignore habitat improvements by always dropping a new city and stopping growth in the previous one.
My problem with the lack of options is that it limits expansion options in the early game to pretty much one new city at a time.

I tried a few games where I finished my first Colonizer and Colonization Fervor at the same time and that had pretty crippling effects on the development of the new cities.
I'd rather have the ability to control emigration/immigration than no control at all.
Post Reply

Return to “Pandora : Public Beta”