Author Topic: Change Log for v7.00 Discussion  (Read 30617 times)

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Offline Bryan Swartz

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Re: Change Log for v6.50 Discussion
« Reply #105 on: August 09, 2015, 12:56:17 PM »
Quote from: Steve Walmsley
I'll know better once v6.50 is released and everyone has a chance to try it :)

As a public service Your Awesomeness, I suggest an immediate release so that we can all volunteer to look at it and help you 'fine-tune' :)
 

Offline MarcAFK

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Re: Change Log for v6.50 Discussion
« Reply #106 on: August 09, 2015, 10:00:05 PM »
I love the greater distances this will cause, ATM fuel colonies in my game were mostly just a way of saving the depletion of Uranus until the far future, but actually requiring harvesting platforms or fuel dumps to sprawl across your empire, well although that's more logistical complexity, it's pretty minor for what it adds to the game. You might lose a fuel dump and find your empire cut in half fir instance.   I might suggest that when NPR ground assaults are given some attention they should be able to attack and take colonies you merely have resources dumped onto. Provided they are detected of course. Related to that, maybe the signature of a colony should increase due to resource presence too?
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline MarcAFK

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Re: Change Log for v6.50 Discussion
« Reply #107 on: August 13, 2015, 06:56:26 AM »
Pre TN races. YES, THANK YOU! .   I'm assuming I can disable and reenable that setting on the fly during a game?


Edit for reasons.
« Last Edit: October 02, 2015, 07:44:10 AM by MarcAFK »
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Sheb

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Re: Change Log for v6.50 Discussion
« Reply #108 on: August 13, 2015, 08:02:18 AM »
What happens if you conquer a Neutral Nation?
 

Offline sneer

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Re: Change Log for v6.50 Discussion
« Reply #109 on: August 13, 2015, 08:57:41 AM »
Is there any chance to make invaders a bit more mobile ?
i.e. force them to move them through identified JP a bit more often ?
Too often I see them sitting still in one system after spawning ....
 

Offline TheDeadlyShoe

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Re: Change Log for v6.50 Discussion
« Reply #110 on: August 13, 2015, 09:26:47 AM »
you really dont want invaders too mobile, they'll explore thousands of systems :O
 

Offline sneer

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Re: Change Log for v6.50 Discussion
« Reply #111 on: August 13, 2015, 10:58:00 AM »
"through already known JP" is a key so no more exploration but more mobility of combat ships via existing network or observed JG ( like player transit )
 

Offline Steve Walmsley

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Re: Change Log for v6.50 Discussion
« Reply #112 on: August 13, 2015, 12:01:37 PM »
Pre TN races. YES, THANK YOU! .   I'm assuming I can disable and reenable that setting on the fly during a game?

Yes, you can.

 

Offline swarm_sadist

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Re: Change Log for v6.50 Discussion
« Reply #113 on: August 13, 2015, 11:47:14 PM »
Regarding pre-TN races, will they eventually build themselves up to TN status? Or is there a way to force that?

Quote from: Steve Walmsley
This is useful should you be playing a 2300AD style campaign and want to simulate the discovery of a few low tech races before the Kafer-equivalent shows up
Does that mean they will develop after you discover them? Or am I just reading too much into that?
« Last Edit: August 14, 2015, 03:25:55 AM by swarm_sadist »
 

Offline Garfunkel

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Re: Change Log for v6.50 Discussion
« Reply #114 on: August 14, 2015, 01:33:39 AM »
Hooray for more than 4 jumps for civvies! That's a great change.

And hooray for pre-TN setting for races as well, a 2300AD style campaign has been on the back of my head for a long time.
 

Offline Barkhorn

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Re: Change Log for v6.50 Discussion
« Reply #115 on: August 15, 2015, 07:52:19 PM »
Now all we need is to be able to have civvies carry minerals.
 

Offline MarcAFK

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Re: Change Log for v6.50 Discussion
« Reply #116 on: August 16, 2015, 01:51:52 AM »
Now all we need is to be able to have civvies carry minerals.
Space piracy!
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline sneer

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Re: Change Log for v6.50 Discussion
« Reply #117 on: August 16, 2015, 02:32:32 AM »
Now all we need is to be able to have civvies carry minerals.

this would would be especially good in later games ...
I hate having to balance minerals personaly
If I could give minimum and maximum levels for each mineral at each colony it would save lots of micromanagement in long term ;)
« Last Edit: August 16, 2015, 02:34:13 AM by sneer »
 

Offline Steve Walmsley

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Re: Change Log for v6.50 Discussion
« Reply #118 on: August 16, 2015, 06:09:58 AM »
this would would be especially good in later games ...
I hate having to balance minerals personaly
If I could give minimum and maximum levels for each mineral at each colony it would save lots of micromanagement in long term ;)

You can already set minimum levels at your colonies so your own freighters don't collect everything.
 

Offline sneer

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Re: Change Log for v6.50 Discussion
« Reply #119 on: August 16, 2015, 07:11:09 AM »
I know
but auto rebalancing mineral issues between systems would be great especially wealth is not a problem in mid to late games ;)