Various Minor Improvement Requests
Posted: Thu Jun 06, 2013 10:02 pm
Suggested minor and hopefully easy to implement improvements:
1. Having the Enter key always function as a hot key to accept the current dialog should be easy to code and would save a lot of time.
2. Document on the splash screen when you start a new game that the ESC key bypasses the introduction.
3. I have found that a couple of games were hopeless because of a combination of factors: Native life become aggressive very early in the game, and I could not find the technologies I needed to research to defend myself early enough. There are two ways to address this (I hope you implement both)
2A. Delay Native life aggression for a while (maybe 20 or 30 turns). This would allow a player to maybe have time to create a new city and still be able to defend himself. With the current timing for native aggression, I have found that the only winning strategy is (after making a single Former) crank out defensive units as fast as possible, and research defensive techs as fast as possible. Forget expansion until you establish a defensive perimeter. With an extra 20-30 turns you could look at expanding early and still have time to defend yourself.
2B. Show two extra tiers of the technology at the beginning of the game, so that one can find that path that lead to critical early technologies right from the beginning. It is a disastrous start when you can't find identify the tech path to get to Flamethowers, and you have to flounder around for awhile. You can still make it so that one gets no further visibility into the tech tree until they research the earlier techs.
As a general note, I find that if I can survive the initial Native Life Aggression, the game is a cake walk on Average. The other factions are no threat at all. But if crank up the difficulty level to try to get more competition from the other factions, the Native Life will more often than not eat your lunch.
1. Having the Enter key always function as a hot key to accept the current dialog should be easy to code and would save a lot of time.
2. Document on the splash screen when you start a new game that the ESC key bypasses the introduction.
3. I have found that a couple of games were hopeless because of a combination of factors: Native life become aggressive very early in the game, and I could not find the technologies I needed to research to defend myself early enough. There are two ways to address this (I hope you implement both)
2A. Delay Native life aggression for a while (maybe 20 or 30 turns). This would allow a player to maybe have time to create a new city and still be able to defend himself. With the current timing for native aggression, I have found that the only winning strategy is (after making a single Former) crank out defensive units as fast as possible, and research defensive techs as fast as possible. Forget expansion until you establish a defensive perimeter. With an extra 20-30 turns you could look at expanding early and still have time to defend yourself.
2B. Show two extra tiers of the technology at the beginning of the game, so that one can find that path that lead to critical early technologies right from the beginning. It is a disastrous start when you can't find identify the tech path to get to Flamethowers, and you have to flounder around for awhile. You can still make it so that one gets no further visibility into the tech tree until they research the earlier techs.
As a general note, I find that if I can survive the initial Native Life Aggression, the game is a cake walk on Average. The other factions are no threat at all. But if crank up the difficulty level to try to get more competition from the other factions, the Native Life will more often than not eat your lunch.