Author Topic: Good and Bad in v4.4  (Read 1901 times)

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Offline Steve Walmsley (OP)

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Good and Bad in v4.4
« on: October 23, 2009, 04:13:39 PM »
I tend to concentrate on fixing bugs after a release but I probably should also look at what went well and what wasn't so good even though not technically a bug. So with that in mind I am interested to hear feedback on the new features. What did you like, what didn't you like, what couldn't you care less about :).

The new features for v4.3/v4.4 includes areas such as civilian mining companies, the 'real stars' option, jump points discovered during a survey rather than at the end, the new industry tab, ship components, automated turns, boarding combat, the new troop transport changes, changes to mineral requirements for mines/factories, the ability to design ships with components you can't manufacture, changes to scrapping, CIWS, the automated retirement of commanders, changes to commander XP and changes to the rank of governors required for populations.

Steve
 

Offline backstab

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Re: Good and Bad in v4.4
« Reply #1 on: October 25, 2009, 12:37:57 AM »
Everything you have included works out fine.  The only thing I dont agree with is taking out Ordinance Factories and having them covered by IC.  Making missiles is a specialist field and should (IMHO) be covered by their own type of structure , like Refineries.
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Offline IanD

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Re: Good and Bad in v4.4
« Reply #2 on: October 29, 2009, 11:48:07 AM »
I don't like the CMCs much; they are mining my strategic mineral reserve. I might not need it now but in 2-3 years I certainly will, the income is neither here nor there, the lost minerals are since geology teams are restricted to 100,000 tons now, and if I pay 250 per complex I will spend more time just boosting the domestic economy :( .

I still want a civilian "command Structure", even if it’s only Presidents and Governors for pops of 1 million or more.

The improvements to ground units are very welcome.

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Offline Beersatron

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Re: Good and Bad in v4.4
« Reply #3 on: October 29, 2009, 12:25:26 PM »
Quote from: "IanD"
I don't like the CMCs much; they are mining my strategic mineral reserve. I might not need it now but in 2-3 years I certainly will, the income is neither here nor there, the lost minerals are since geology teams are restricted to 100,000 tons now, and if I pay 250 per complex I will spend more time just boosting the domestic economy :( .

I still want a civilian "command Structure", even if it’s only Presidents and Governors for pops of 1 million or more.

The improvements to ground units are very welcome.

Regards

Maybe something can be tied into the 'ban body' setting? If you find a good mining site but can't do anything with it at the time then set it to banned and that takes it out of the available list?

Actually, I think just creating a colony on the body would take it out of the list, you don't have to place anything on it and it will show as 0 population but it might remove it from the available list too. Or, stick a deep space radar on there.
 

Offline Steve Walmsley (OP)

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Re: Good and Bad in v4.4
« Reply #4 on: October 31, 2009, 02:09:45 PM »
Quote from: "IanD"
I don't like the CMCs much; they are mining my strategic mineral reserve. I might not need it now but in 2-3 years I certainly will, the income is neither here nor there, the lost minerals are since geology teams are restricted to 100,000 tons now, and if I pay 250 per complex I will spend more time just boosting the domestic economy :( .
To place ten automated mines (which is the same output as 1 CMC) would cost 2400 wealth and use 2400 tons of minerals and use up industrial capacity, plus with a CMC you get free mass drivers, a free sensor and a free Garrison unit so they are good value for money if they are on a system body you want to mine. Don't forget you can add your own mines and other installations to the same colony as well. If they set up on a system body you don't want, then ignore them and take the money.

In my current game, there are seventeen civilian mining complexes in Sol spread among five colonies. I am leaving a couple of smaller colonies to go to civilian sources (and receiving the tax income) as I would never establish mines on those bodies anyway and I am receiving minerals from the rest (13 CMC), which is costing about four percent of my total expenditure. Setting up and moving 130 automated mines, plus mass drivers, etc, would have cost me a lot of money and minerals. I am saving the automated mines I do have for system bodies in those systems where CMCs woud never be established (i.e. no colony with 10m+ pop).

Another option is to find a system where there are a lot of mineral sources that would allow CMCs but that you probably wouldn't bother with, such as system bodies with Duranium at 0.7 or higher but no other minerals or everything else at 0.1. If you establish a 10m+ colony that will allow the civilians to setup CMCs in the system to generate extra tax income.

However, if there is a system body you want to mine and you really don't want any CMCs to set up on it then just put a empty colony on it and they will ignore it.

Steve
 

Offline Steve Walmsley (OP)

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Re: Good and Bad in v4.4
« Reply #5 on: October 31, 2009, 02:12:08 PM »
Quote from: "backstab"
Everything you have included works out fine.  The only thing I dont agree with is taking out Ordinance Factories and having them covered by IC.  Making missiles is a specialist field and should (IMHO) be covered by their own type of structure , like Refineries.
I can understand that. I am finding however that a certain percentage of my industrial capacity (usually up to the allowed limit :)) is always dedicated to missile production so in practical terms they may as well be separate facilities. I would be interested to know if other people have had the same experience.

Steve
 

Offline boggo2300

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Re: Good and Bad in v4.4
« Reply #6 on: October 31, 2009, 05:29:40 PM »
Quote from: "Steve Walmsley"
Quote from: "backstab"
Everything you have included works out fine.  The only thing I dont agree with is taking out Ordinance Factories and having them covered by IC.  Making missiles is a specialist field and should (IMHO) be covered by their own type of structure , like Refineries.
I can understand that. I am finding however that a certain percentage of my industrial capacity (usually up to the allowed limit :)) is always dedicated to missile production so in practical terms they may as well be separate facilities. I would be interested to know if other people have had the same experience.

Steve

Personally having the fixed percentage for missile & fighter constructiion sort of separates them away anyway, so I think that Fighter and Ordinance factories making a return would be a good thing (less clutter on my trying to cover mars in terraforming stations!
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