Re: Thoughts on latest release...
Posted: Wed Oct 26, 2016 6:29 pm
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Cut his salary in half.Vezzra wrote:I guess Mat never got around to that...
Oh, harsh!defaultuser wrote:Cut his salary in half.Vezzra wrote:I guess Mat never got around to that...
Geoff added this in late July. It is mapped to F1 by default and works in map, production and research windows.I'd love a keyboard shortcut to close the civilopedia.
Is double-clicking really so much more trouble...?ovarwa wrote:* Every planet should have an icon next to its name in its system window that when you click on it, you go to the production screen for that planet with a *single click*.
Yes. It doesn't seem like it should be. It does seem like I'm being silly about it. (And I should step back from words like 'should': I don't expect you to do any of this! Not like I'm paying you.... )Geoff the Medio wrote:Is double-clicking really so much more trouble...?ovarwa wrote:* Every planet should have an icon next to its name in its system window that when you click on it, you go to the production screen for that planet with a *single click*.
I've seen the AI collapse red stars to make black holes, but the black hole collapser and starlane bore stuff are very new features that haven't had a proper balance pass yet let alone have the AI setup to use them: the latter will be awhile for the AI as understanding of basic topography is currently very limited anyway.ovarwa wrote:Thoughts from playing more, especially regarding the UI:
* The AI is pretty incapable of using (reaching?) the upper half of the tech tree. Collapse a star system into oblivion? Build and exploit starlanes? Etc.
Yup.* I found a use for some probably overcosted and underwhelming tech: If you're Gyasche, better weapons mean bigger penalties, one tech advance worth: For most players, a basic Death Ray is 15 and a Laser-4 is 11 but for you it is 10 and 9 damage. Yuck! But this does not apply to the big Cannon. It also does not apply to the bonuses you get from using Organic Ships and lasers and the right tech: It's expensive, but 3 lasers and the special are cheaper than 3 Death Rays; 2 lasers+ is competitive. Most species would prefer the Death Rays (and on better hulls), but not you, not for a long time! And you get it earlier. The Cannon is the long pole, regardless of what hull type you choose (other than Solar), so even though Self-Gravitating Hulls grant an earlier Core Slot than Sentient Hulls, that doesn't matter.
Sort of, but not very well. It knows that you can have hidden stuff, and is aware when it's got hidden stuff, and tries to remember if any given system may or may not have hidden stuff in, but it does all of this at a very basic level. It definitely doesn't try to play stealth as a strategy, nor does it currently give a higher priority to detection techs if it goes up against someone using stealth.* Does the AI understand stealth?
The tech tree is currently not at all balanced, some of the higher end techs are too cheap, you can get a stupidly high tech output near the end, etc.* The problem with being able to ignore most weapon and hull paths is that there is eventually nothing else left to research when you have 1000rp/turn (and it takes surprisingly few planets to get there!), because the useful techs are tightly constrained by turns. I suppose it might be possible to plan for this, in theory, but that won't happen because other techs are absolutely necessary in the early game. I suspect this isn't by design, and is probably a corner case of not caring overmuch for Death Rays or hulls beyond Sentient.
Again, sort of, yes, I think the techs that adapt you to planets are too powerful in many ways meaning being merely Adequate is more than enough, this is again something I want to balance but is a lower priority than the tech tree.* Robotic species with broad adaptibility are a very big So What, because Exobots like barren planets just fine. (Robot Interface Shields are pretty eh.)
Agree completely, I far prefer a fast, fragile hull that makes me thing over a slow, strong hull that's harder to destroy, but that's a personal preference, I have used asteroid hulls very effectively to win, and in many respects if you've got a good system with a Belt in early enough they're a VERY powerful line, but they don't suit my playstyle.* I find that I prefer the Organic hulls to asteroids... movement is king. If I'm 1 turn from an enemy I can do things even if he is 1 turn from me; once I'm 2 turns away, my defending force is pinned. A small difference in movement can often have a huge impact. (But I'd still rather have an energy hull.)
The UI here does need some work, but again it's not an incredibly high priority. Relatively recent feature, on the Empires window, each empire has a column showing their detection strength. I have mine set to display at a size just big enough to show detection strength and in the bottom left of my screen, where the fleet window opens but doesn't cover the strengths, so I can easily see which colour has what detection.* I wish it were easier to understand what an AI player can and cannot see, in terms of stealth. If we can see detection range, why not more? (Although I could also understand changing things to make detection range secret. Still, both human and AI players alike are more likely to use and defend against stealth if the abilities were more visible.)