No offensive troops? Shouldn't be able to build troop ships?

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UrshMost
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No offensive troops? Shouldn't be able to build troop ships?

#1 Post by UrshMost »

I think species without offensive troops shouldn't be able to build troop ships.

It took me a while to figure out why I couldn't use my Derthrean Troop Drop ships; they didn't have any troops in them!

Buld Sept 08.
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MatGB
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Re: No offensive troops? Shouldn't be able to build troop sh

#2 Post by MatGB »

Brand new feature, I'm currently playing through several games before going through and reassigning the 'troops' traits, but I strongly suspect that the current species with none stay that way as it makes sense, I might give the weird floating gasbags a different advantage instead.

However, I agree it makes no sense to build capacity zero troop ships, not actually sure how easy it is to script that restriction I'll have a look later unless someone jumps in.

I'm loving the idea of the feature and the mechanics, just not agreeing with the balance on some choices. Plus, I'm in the process of rebalancing species in other ways so, for example, the Egassem are going to lose 'Ultimate' because they won't need all those boosts anymore.

Fun though, and good catch, I just decided not to build troops with those species didn't occur to me that others wouldn't notice (and we need it clearer in the game somehow, and the capacity thing isn't updating right, etc).
Mat Bowles

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UrshMost
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Re: No offensive troops? Shouldn't be able to build troop sh

#3 Post by UrshMost »

Something else to update:

The Pedia entry for the various Troop ships still shows a number of troops for various species that does not reflect the new per species mechanism.

I.e. For Derthrean Troop Drop ships it still shows that they will be holding 2 troops.

Updating that would also help with making it clearer in the game what is happening.

Maybe add big fat green up arrows and red down arrows next to values that are above or below norms due to species differentiations?
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Sloth
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Re: No offensive troops? Shouldn't be able to build troop sh

#4 Post by Sloth »

MatGB wrote:However, I agree it makes no sense to build capacity zero troop ships, not actually sure how easy it is to script that restriction I'll have a look later unless someone jumps in.
I will try to take care of this.
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MatGB
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Re: No offensive troops? Shouldn't be able to build troop sh

#5 Post by MatGB »

UrshMost wrote: The Pedia entry for the various Troop ships still shows a number of troops for various species that does not reflect the new per species mechanism.
Yeah, that's what I was meaning when I wibbled about capacities above, should've been clearer, thanks
Maybe add big fat green up arrows and red down arrows next to values that are above or below norms due to species differentiations?
That's actually note a bad idea, at the very least colour the values that's above or below normal.

I, um, have zero clue if it's even possible in the code base, anyone?
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Geoff the Medio
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Re: No offensive troops? Shouldn't be able to build troop sh

#6 Post by Geoff the Medio »

MatGB wrote:I, um, have zero clue if it's even possible in the code base, anyone?
Try using UTF-8 characters for up and down arrows, and add text colour tags to make them red / green ( ). Possibly not ideal, as there are in UI options for stat increasing / decreasing colour, but this is arguably a distinct situation that that option might not need to apply to. Could also use double-arrows for stronger traits... (⇈ ⇊). There are alternative arrows styles, as well... (⇧ ⇩ ⇑ ⇓) and triangles that might work (▲△▼▽). Most / all of those appear to be supported by the default font.

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