0.16 Observations
Posted: Thu Aug 15, 2013 3:55 pm
1. When a naval unit is used to capture a city there seems to be a problem. When you move the naval unit into the city, you capture it, but the naval unit is immediately moved out of the city. If the naval unit has any remaining movement points, this is not a problem, but if you have used the last movement point to move into the city you can't move the naval unit back into the city leaving it undefended. Is there a reason why the naval unit is moved out of the city upon capture?
2. Alien AI. This really burns me and has caused me to quit several games in disgust. Before all the alien hives are destroyed I need to send out colonizers with 4 or more combat units to protect it and even then it is often not enough to keep the unit and the city it builds alive. The AI factions however, can send out totally undefended colonizers, build cities near hives and the aliens simply leave them alone. I find myself fighting constantly to keep my cities alive and the AI factions simply spread all over the map with impunity.
3. Units with movement orders. I would really like to see these units move at the end of the turn instead of the beginning. The AI factions and aliens move and then my units move before I have a chance to cancel the movement order if I see they will be moving adjacent to an enemy unit. This can be very frustrating since I would have canceled the move if I had had the chance.
4. Building only one unit per turn. This has really changed the game for the better. AI factions still seem to be able to build a unit every turn, wish I could, but at least now they don't have massive armies to contend with. They still have a good number of units, but a little more in line with what I am able to build.
5. Research. I find myself barely able to keep up production as it seems I am constantly micromanaging mineral production to stay in the positive. I am often able to keep only 2 or 3 colonists as production and even fewer in research. This makes my research and production pretty slow. The AI factions however, not only produce a unit practically every turn, their research is moving along at blazing speed. I often find that I have barely entered the mechanization period and the AI factions are already into the transcendence period. I always turn off research victory as if I don't an AI faction will always win before I get much of a chance to build any type of civilization. I tried playing the Togra University to see if that was any better, but with the -25% penalty in combat I found I died rather quickly to the more aggressive factions.
6. Movement. I would still like to see the movement values of mechanized units increased. A tank unit should have at least 2 MPs. A seeker unit should have 3 MPs. I have found that seekers are great for searching the map, but after avengers and other more powerful units are available I stop producing seekers. They have little value later in the game versus the more powerful units.
2. Alien AI. This really burns me and has caused me to quit several games in disgust. Before all the alien hives are destroyed I need to send out colonizers with 4 or more combat units to protect it and even then it is often not enough to keep the unit and the city it builds alive. The AI factions however, can send out totally undefended colonizers, build cities near hives and the aliens simply leave them alone. I find myself fighting constantly to keep my cities alive and the AI factions simply spread all over the map with impunity.
3. Units with movement orders. I would really like to see these units move at the end of the turn instead of the beginning. The AI factions and aliens move and then my units move before I have a chance to cancel the movement order if I see they will be moving adjacent to an enemy unit. This can be very frustrating since I would have canceled the move if I had had the chance.
4. Building only one unit per turn. This has really changed the game for the better. AI factions still seem to be able to build a unit every turn, wish I could, but at least now they don't have massive armies to contend with. They still have a good number of units, but a little more in line with what I am able to build.
5. Research. I find myself barely able to keep up production as it seems I am constantly micromanaging mineral production to stay in the positive. I am often able to keep only 2 or 3 colonists as production and even fewer in research. This makes my research and production pretty slow. The AI factions however, not only produce a unit practically every turn, their research is moving along at blazing speed. I often find that I have barely entered the mechanization period and the AI factions are already into the transcendence period. I always turn off research victory as if I don't an AI faction will always win before I get much of a chance to build any type of civilization. I tried playing the Togra University to see if that was any better, but with the -25% penalty in combat I found I died rather quickly to the more aggressive factions.
6. Movement. I would still like to see the movement values of mechanized units increased. A tank unit should have at least 2 MPs. A seeker unit should have 3 MPs. I have found that seekers are great for searching the map, but after avengers and other more powerful units are available I stop producing seekers. They have little value later in the game versus the more powerful units.