Some observations on v 0.24.x

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DewyB
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 60
Joined: Mon Mar 04, 2013 2:42 pm

Some observations on v 0.24.x

Post by DewyB »

Pherapod mechanics seem to work well for this moment.

Still having a few issues with map generation putting an occasional resource out of reach of any cities. Not a big deal... but my sad mind has to do all of the math to see if I can...

A small pathing issue I have identified. Moving from water to forest or fungus will sometimes "go the long way" via a desert or grassland.

I miss the city menu options... but understand the reasoning.

There have been a couple of good trees presented to me in recent game starts I thought I would share. Starting with 3-4 initial choices, there were multiple branches from them to the second levels of tech that made the opening game very flexible.

Terra Salvum are still weak, but seemed to hold or slightly lag behind almost everyone. AI seemed to be more expansive... was still early in the game and I had the map of a large world explored most AI had 5+ cities to my 7. It was shaping up to be a very tough game on medium AI, and the new update *borked* it! :lol:

I feel like a bad beta tester because I am enjoying the game! I'll strive to report more!
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