*** RELEASED ON TEST 5/13/2022 ***This is just the start and more will be added to this list as we continue to update.
1.03 is scheduled for update on test this week (you will see some of the updates in this list marked for it).
Fixes
- Fixed the Hostile Entities slider to provide a wider range of results.
Balance
- Added back the pirate defenders on ship graveyards.
- 1.03: Rebalance Hostile Entities (most notably reducing them on rare frequency).
Note to self: 345740
First, let me start by saying, I'm loving playing this game.
Crash fixes are great. My computer is now balancing memory between the Video RAM and CPU RAM, and I haven't crashed on test.
I have had no less than 4 hostile entities on Rare, large sectors, usually within a couple of Stars of starting planet. In 1.01, there are 3 per sector, 1 monster, 1 pirate, 1 precursor. Can you "fix" it back to that before releasing 1.02 live? Personally, I like having hostile entities, but I do want them rare. Between 1-3 maybe. I also don't want to play the test server, unless you're accepting resumes for remote test team members. I have around ten years system/test engineering experience. Be happy to help. Black box or white. Anyhow, my brain switches on to something resembling work, but a "bit" more fun when on a game test server, and I really prefer to just play the game for pure fun instead of a "bit" more fun. I'm lucky that I love my work. It's even a strange kind of fun most days, but gaming is my brain release.
I accidentally removed where you said you fixed the yellow anomalies. That's great and all, but it adds an unnecessary level of micromanagement in my opinion. The beauty of survey ships is auto-pathing (I started playing this game on 1.01). Guarded anomalies make me want to turn anomalies way down or off, similar to the hostile entities. They're fun and all, but once I've started meeting rivals, I don't want to waste time cleaning them out rather than cleaning out my enemies. The rewards -when a warship, for example- are evidently tied to current tech levels, and not worth the effort of micromanaging even one survey ship, let alone multiple survey ships (from rewards). Perhaps, the logic on survey ships -or fleets containing them- can be beefed up to decide whether or not to go there. I don't know if they have any logic other than pathfinding to the next anomaly, but it seems to me the logic on the test server avoids them, so it's seeing them and avoiding them. Adding a "can I kick that yellow fleet ass?" conditional to the logic shouldn't be too hard. An engagement could result in auto pathing turning off, so the player can choose to heal the fleet or let them continue vacuuming up anomalies.
I haven't seen this posted or addressed from AIDefs.xml (both 1.01 and 1.02):
<DifficultyRule>
<Difficulty>Incredible</Difficulty>
<CreditBonus>
<MinCreditsBeforeBonus>10000</MinCreditsBeforeBonus>
<DifficultyRule>
<Difficulty>Godlike</Difficulty>
<CreditBonus>
<MinCreditsBeforeBonus>1000</MinCreditsBeforeBonus>
I don't play either difficulty, because I find them less than fun. I'm just not that sweaty a gamer. Seems that's a typo for incredible, though.
The situation from the screenshot at the end of this post from my 1.02 test game is likely working as intended (works on live the same way), but why? I would expect to have to deal with crime from Xeloxi colonies, or colonies I sent criminals off to. There is no crime management in early game aside from shipping criminals off planet if you're unlucky and roll some, and the Security Lights Policy. I started a 1.01 game just now to see if this was a bug on test, and my Arcean civ already has 6.1% crime (not including the unlucky roll of two criminals on planet) a few turns in after colonizing Hammer and a nearby size 24. I'm no veteran of the franchise, and I'm not entirely clear on when penalties start accruing from crime, but I specifically picked Arceans, because I assumed by their description, it would be a rare thing to get criminals. Also, being new, I've been sending criminals off on constructors, thinking that would minimize crime. Yeah, no difference. I can ship them off to colonies too. On-planet penalty goes away, and nothing changes from colony crime.
This just seems silly, because if I want to deal with it, I have to use my only policy slot. Seems not cool at the start of the game when you're trying to build your civ out.
Off the subject of the above, I can't get battle viewer to work. I assumed it was bugged, but I saw the guy on YouTube use it. Am I missing something in settings? I click playback, and the music starts, the loading screen comes up and it will hang there until I <esc> out of it. I even started one, went to the store and came back. No progress in watching a super-exciting space battle, and more importantly the ship tactics in action.
Anyhow, keep up the good work.
