Page 1 of 1
Version 0.24.0 Released
Posted: Thu Oct 10, 2013 11:41 pm
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.
Re: Version 0.24.0 Released
Posted: Fri Oct 11, 2013 12:55 pm
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???
Re: Version 0.24.0 Released
Posted: Fri Oct 11, 2013 2:22 pm
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!
Re: Version 0.24.0 Released
Posted: Fri Oct 11, 2013 4:11 pm
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.
Re: Version 0.24.0 Released
Posted: Fri Oct 11, 2013 4:12 pm
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?!?
Re: Version 0.24.0 Released
Posted: Fri Oct 11, 2013 5:42 pm
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.
Re: Version 0.24.0 Released
Posted: Sat Oct 12, 2013 4:47 pm
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)
Re: Version 0.24.0 Released
Posted: Sun Oct 20, 2013 1:41 am
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.