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Scripted Events and time counter events - BALANCING

Posted: Tue Jul 17, 2018 11:54 am
by FlashXAron_slith
Dear Devs,

after playing some 60h , winning one (pure luck it seems)
the game has a problem with the balance, when such events happen,

because it didn't keep the starting settings in account !

- the problem is, when you change them.

As we prefer to play very long games, we always change settings in all our games
to make resources rare and to longest possible research and building times.
And on the biggest maps ...

BUT ALL EVENTS didn't keep that in account,

so please could you have a look !
THANKS

Or give us the possibility to change it ourselves, like in Stellaris,
where you could also change time, when they occur and the power of them

_____________________________________________________________________

Minor Feedback:

Also ALL static defenses really should have INDIRECT FIRE,
as they are now they are somehow worthless.
And they are not bunkers they are already towers, so please consider to give them INDIRECT FIRE

Thanks

Re: Scripted Events and time counter events - BALANCING

Posted: Tue Jul 17, 2018 3:18 pm
by licker34
Static defenses do have indirect fire.

The problem many people seem to have is that they overlook line of sight issues. If you plop down a tower in the middle of a forest you won't see anything. And due to how cover works, you won't IF on anything which moves adjacent if they are in forest/ruin either.

Re: Scripted Events and time counter events - BALANCING

Posted: Wed Jul 18, 2018 12:12 pm
by IainMcNeil
Have you tried altering the game speed as this changes how quickly things build and techs research?

Re: Scripted Events and time counter events - BALANCING

Posted: Wed Jul 18, 2018 6:20 pm
by FlashXAron_slith
licker34 wrote: Tue Jul 17, 2018 3:18 pm Static defenses do have indirect fire.

The problem many people seem to have is that they overlook line of sight issues. If you plop down a tower in the middle of a forest you won't see anything. And due to how cover works, you won't IF on anything which moves adjacent if they are in forest/ruin either.
na not true , had overlapping towers and enemies where in front of one but others couldn't fire , so indirect fire is normal, that if any unit sees an enemy it could fire, like the Art already does in the game ...
so than it is a bug !

Re: Scripted Events and time counter events - BALANCING

Posted: Wed Jul 18, 2018 6:21 pm
by FlashXAron_slith
IainMcNeil wrote: Wed Jul 18, 2018 12:12 pm Have you tried altering the game speed as this changes how quickly things build and techs research?
Yeah and because of that the scripted events have been OP and happen to early

Re: Scripted Events and time counter events - BALANCING

Posted: Wed Jul 18, 2018 9:02 pm
by licker34
FlashXAron_slith wrote: Wed Jul 18, 2018 6:20 pm
licker34 wrote: Tue Jul 17, 2018 3:18 pm Static defenses do have indirect fire.

The problem many people seem to have is that they overlook line of sight issues. If you plop down a tower in the middle of a forest you won't see anything. And due to how cover works, you won't IF on anything which moves adjacent if they are in forest/ruin either.
na not true , had overlapping towers and enemies where in front of one but others couldn't fire , so indirect fire is normal, that if any unit sees an enemy it could fire, like the Art already does in the game ...
so than it is a bug !
It could be a bug, but your description lacks enough detail to be sure.

You need a LOS to the space the enemy is in for towers, so if you put a tower behind another tower I don't know that it would have LOS.

All I can tell you is that my towers do have IF when they have LOS on an enemy. Of course, you also cannot have fired the tower the turn before...