Should there be unique weapons for each race? Right now everything leads to the Nightmare Torpedo/Doom Ray/Singularity Driver. I was thinking that there might be some races with more powerful guns, lasers, missiles, and certain special effects than others. I think that it will have to wait for tactical combat to an extent, but right now they seem too alike.
UnleashedElf
Agreed, I prefer the looping system, or at least to make it as an option.
Thinking about this from a lore standpoint: Everyone (save maybe the Yor who are in it for a short term convenience desire) are at war with the Drengin and really hate them. Instead of discontent, should they not have an unlikeable penalty as well?
Well, it's known that at least one possible ending is one where the Yor completely dominate the universe. So I'm thinking something could happen that could make one race super powerful.
There need to be some resistances too on the defending factions side. I think the Yor for example should be more or less immune, which was supposed to be how the GC2 version worked, but it didn't turn out as expected.
I'd have to argue that the strongest fully upgraded starbases should be expensive, but offer some degree of defense as to justify their cost. They'd have to be as powerful as say, an upgraded weapons starbase in Sins. Able to stand up to a moderate fleet. That and offer something that you cannot ignore as an attacker. Ex: Maybe lots of damage to ships within their radius?
Was this posted onto Youtube or will it have to wait until Monday?
Would it be possible to make it so that when a soak test is enabled (Ex: console and soak), that the AI which now controls the player also gets bonuses if the other players (ex: the same bonuses as the highest competing AI player setting)? The end result of soak testing is often at higher difficulty levels the player dies because they didn't get the bonuses while the AI controlled them.
There seems to be a tradeoff between production goals and growing more Yor - up until you don't have enough resources anyways to sustain more Yor. Will this be the tradeoff that they face?
In the dev stream, there was an opportunity to see the Yor. They don't need food, but their production has to be manually managed for each planet. How much work does that take? Is there a way to do it across the entire empire? I could see this being a micro problem, especially on larger maps with many planets in late game.
I wanted to make a thread to discuss the intelligence of the AI. Good parts, bad parts, and what mistakes they'd make that a human would not make.
Basically, Beyond Earth at this point is an epic fail. There's really no other way to put it. It looks like the developers had no idea what made SMAC such a great game.
[quote who="Borg999" reply="10" id="3505023"] I just had a thoight. Having the ability (and the need) to destroy the world will make playing on tiny or small maps especially challenging. [/quote] Offsetting this somewhat is the increased distances needed to travel though to defend the shards. There's advantages and drawbacks depending on map size.
Update. With +8.3, things get comical. A ship is 10x as large as before:
You get +70% from base tech. On a huge hull, +40% seems to get me 315. On a huge hull, +55% seems to get me 337. Is there any upper limit? Theoretically with those huge maps, you could have dozens of shrinkers and the only upper limit would be funding. Edit: Tried it out. +1.3 will get you 450 on a huge hull, so a huge hull is 150 in size I think? So <
Would a quadratic function be more appropriate? I think that given the "curve" shape, a quadratic regression might be a better fit. But that said, great work and it must have taken a while.
So this would suggest to me that the top ability would get you in terms of miniaturization +10% base + 30%, so 40% overall, assuming 6 tiles with the Hyperion Shrinker? It should scale linearly this time around, as there's no percentages unlike in GC2.
Something like a space-equal of what goes into LH and SK, with an upgrade "path" and maybe the ability to upgrade hull points? Basically it'd go into the galaxy, explore anomalies and other things for weapons upgrades, then get ... stuff to upgrade. It would have an upgradeable hull as well - maybe after x points you'd get a bigger hull and you can upgrade the hull like any other ship?
Like the previous Gal Civ, it is looking like there are different ship sizes and component sizes. How does miniaturization work? Is it still a number + percentage and then miniaturization increases the hull size?
What I'm underwhelmed by is how they've consistently missed the ball with these past 2 games. I bet that the expansions to BE will not be able to fix all of the issues. The game just lacks the immersion that SMAC had. Factions are not as important, the story is not nearly as good, unit selection is bland, and there's a whole ton of issues with this game. It's just underwhelming in many ways. It feels as many ha
Ok thanks for the update. I suspect that this game has seen its last major patch until the next expansion, particularly with SK taking up the overwhelming majority of the developer resources. Don't worry about the mod - life comes first.
Out of curiosity, what are the development plans for this mod? What will happen after SK comes out? Will there be a final version and then focus brought over to SK? Brad has also hinted at the possibility of another FE expansion, so I presume that the mod will be updated for that?
Not working with Pale Moon either.
@Havenfall This is one of the reasons why I suggested re-introducing the unit editor in some form. It was rejected. But I do see the need for an upgrade and veteran system. Also, some form of gear upgrading on trained units would be a good idea as well. Yet another idea might be that trained units have their own perks tree like champions do.
@Bellack Nope, it's official. It was in GC2.