various thoughts, issues alpha 0.3

i will be adding to this as i come up with more 

 

only 1 atm

1) scroll wheel for planetary construction que needs to be about 8x more sensitive

     - atm i need to scroll my wheel about 8 ticks (from all the way at the top to all the way at the bottom) to move the que about 1/2 a line.(literally) this means that to move the que far enough to see the 6th item in que i need to roll my finger across the whole mouse wheel 2x it should move at the very least 1/2 line per tick not 1/16th of a line

1)

This is a known issue and we have a fix for it, but missed that list box, will get it fixed ASAP.

2) the colony ship always seems to launch with 2.5 people no matter what you set the slider to

2. the colony ship bug is fixed internally, and will be in the Alpha 3 patch, coming out in a week or so. 

3) is there a way to change the source for population? right now it always takes from my homeworld (the world that made the starport) and my population there is getting kind of low

3. By default we were going to just have population be pulled from the primary sponsor, but now that we have played with it a bit, we are considering making it just pull them from each of the sponsor planets evenly. But we may have to add a way to choose which planet manually. Its a hard call, as we don't want the process to become over complicated.  

4) adjacency bonus's are not calculating right or not showing up right.

5) build star base button on constructors should list the cost to build atm its just grayed out and says something to the effect of insufficient funds

6) tile bonus  -cataract-   +2 level to production or +2 level to influence improvements

what is bieng modified by +2 level to production is that all farms, research, economy, and manufacturing tiles?

7) ship moves  having all the ships move at the same time is nice but kind of annoying too i think it should be stepped all survey ships then all colony ships etc . to prevent multiple popups when trying to colonize a planet

8) colony building after double clicking on a project to build i think the next selected tile should be the closest available tile to where you just built rather then closest tile to colony capital

9) in my opinion the production wheel need to be rotated slightly point manufacturing straight down and overlap the tip with the military/social slider to strengthen visually the relationship between these two controls

 10) constructor modules - when using a constructor with multiple modules to build a starbase any extra modules are lost.

10b) possibly use a late game tech for reducing constructor module size

edit

6/29       updated main post to reflect more issues and appropriate responses

* edited point numbers on quotes to match current points

6/30          3 more points

7/01         another point clarified 6)

7/04         more points

62,444 views 14 replies
Reply #1 Top

This is a known issue and we have a fix for it, but missed that list box, will get it fixed ASAP.

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Reply #2 Top

1) the colony ship always seems to launch with 2.5 people no matter what you set the slider to

2) is there a way to change the source for population? right now it always takes from my homeworld (the world that made the starport) and my population there is getting kind of low

Reply #3 Top

1. the colony ship bug is fixed internally, and will be in the Alpha 3 patch, coming out in a week or so. 
2. By default we were going to just have population be pulled from the primary sponsor, but now that we have played with it a bit, we are considering making it just pull them from each of the sponsor planets evenly. But we may have to add a way to choose which planet manually. Its a hard call, as we don't want the process to become over complicated.

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Reply #4 Top

I wouldn't mind if the setting was to take population from the most populous connected planet(s). Leaving low population planets to not contribute to the population draft.

Reply #5 Top

You can also take population from every connected planet accordingly to their contribution to starport. It would not complicate the UI, but it means you have to spread out production if you want to invade a lot of planets.

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Reply #6 Top

My observations confirm this.

Reply #7 Top

adjacency bonus's are not calculating right or not showing up right.

  not sure if this picture is working so

https://www.dropbox.com/s/p8vr2r8tn0h72zb/adjacency.png

 

build starbase button on constructors should list the cost to build atm its just greyed out and says something to the effect of insufficient funds

Reply #8 Top

tile bonus  -cataract-   +2 level to production.

what is production?  (in this context)   as far as i understand it i have manufacturing production wealth production and research production essentially population = production

 

ship moves  having all the ships move at the same time is nice but kind of annoying too i think it should be stepped all survey ships then all colony ships etc . to prevent multiple popups when trying to colonize a planet

 

colony building after double clicking on a project to build i think the next selected tile should be the closest available tile to where you just built rather then closest tile to colony capital

Reply #9 Top

Production and income are both based off Population. I do know the higher population, the higher production/income regardless of tile improvements. This is a change from Gal civ II, where you got points from factories, now its a percentage increase based on production. 

Reply #10 Top

Production and income are both based off Population. I do know the higher population, the higher production/income regardless of tile improvements. This is a change from Gal civ II, where you got points from factories, now its a percentage increase based on production. 

sorry i dont think i was clear on what i meant i understand how production works and personally consider the population value to be "raw production" this is then split by the production wheel to specific production (research, manufacturing, economy) and then those values are modified by the buildings you have

the question i have is what does production refer to in the bonus tile cataract which reads

Cataract +2 level to production or +2 level to influence improvements.

since im assuming population = production this implies it gives a +2 level to any population, research, manufacturing, economy or influence bonus built on that tile

speaking of the production wheel

9) in my opinion the production wheel need to be rotated slightly point manufacturing straight down and overlap the tip with the military/social slider to strengthen visually the relationship between these two controls

Reply #11 Top

double

Reply #12 Top

That is a good point. I do know the tile improvements, Icons, bonuses and adjacency bonuses are all a work in progress. I would not get too attached to how they are as they are indeed NOT clear and I am also confused by the double 'either/or' bonus on some. 

Reply #13 Top

Quoting androshalforc, reply 10

the question i have is what does production refer to in the bonus tile cataract which reads

Cataract +2 level to production or +2 level to influence improvements.

since im assuming population = production this implies it gives a +2 level to any population, research, manufacturing, economy or influence bonus built on that tile

Presently, it gives a bonus to either manufacturing or influence--so I think it means manufacturing.

Reply #14 Top

10) constructor modules - when using a constructor with multiple modules to build a starbase any extra modules are lost.

10b) possibly use a late game tech for reducing constructor module size