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Gwyrgyn Blood
Dec 17, 2002

I'm sure I've managed to gloss over this somehow, but are there any automation/templating systems for Ship/Planet design and that like? I generally really hate doing unit design in general in 4X games so having options to work around that are always nice.

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Gwyrgyn Blood
Dec 17, 2002

That sound really great guys, exactly what I was hoping. I wish so many good games didn't all decide to come out this month!

Gwyrgyn Blood
Dec 17, 2002

How long has your average MP game gone on for vaguely? I'm used to 4x MP games taking forever to play a single game of, but being Real Time I would think might help the length of it potentially.

Gwyrgyn Blood
Dec 17, 2002

Finally got a chance to sit down for an hour to play this, checked out the tutorial and interface in general so far. Feels very slick! Interested to get into the meat of the gameplay, but I like where things are going. The last Space 4x I put any significant time into was Distant Worlds, and god do I not miss the interface from that.

Couple of notes for you Firgof:

- While in the Research Screen, you pan around with LMB but can't pan around with MMB. Which is the opposite of the galaxy map. Why not at least be able to pan around with MMB on the research screen as well?

- When in the planet view, it's cool that you can see all planets that are being imported into the currently selected one, but why can't you see where your planet is exporting to? The main reason this bothers me is if you are at one planet, click to switch to one of it's "children", you can't easily click back to the parent. Or I might be totally missing something, in which case please tell me! I mean, I wouldn't mind being able to just see the whole planet tree right there like you can in the Planets tab anyway personally, though I get there's probably not room for that.

- If you remap the "Go" search function to another key, like say 'F', it will bring up the Go search and then immediately type that key into the search bar when you press it. So every time I try to bring up the search I have an 'f' in there by default.

- Is it possible to see the current game speed on tabs other than the Galaxy map? I feel nervous not being able to see it (and the paused/unpaused state as well). I feel like it should be a permanent fixture on the screen regardless of what you're looking at, much like it is in Paradox games.

Gwyrgyn Blood
Dec 17, 2002

Few more suggestions/bugs/etc after another days worth of play. Please tell me if I'm missing anything obvious here, it's totally possible.

- It's kind of hard to track all your fleets and stuff when you've got a fair number of them. The stack panel on the right side of the screen doesn't name any of them or give an indication of which is which or anything.
Suggestion: Give each fleets a number. Put an icon for those numbers on the stack panel on the right. When you zoom out on the map, show the number icon along with the fleets on the map, so you know which one is which.
Extra Bonus: Hold <Alt> or another button to hide everything other than your fleets, so you can find them even easier. And while holding this, you can't box select anything other than fleets.

- It's hard to find what Labor producing sites you have that aren't currently assigned to build anything, at a glance. In the right stack panel there is an option to show all Labor producing things period, but as far as I can tell it doesn't tell you if things are currently building something.
Suggestion: Add a color/icon/etc to each site that tells you if it's queue is empty or not.
Alternate: Add a new filter for the stack panel, "Show Labor Producers that have empty queues". So it just only shows ones that have nothing going on.

- Can't tell what exact model/instance of a ship you have selected in the lower left.
Suggestion: Why not write the model name of the ship down there? And if you add the whole numbering ships thing from the first suggestion, add that here too.

- Kind of hard to tell if a fleet is in combat from the default fleet list in the stack panel. Yes there's a filter to show Fleets In Combat, but it's kind of excessive to have both of those at once.
Suggestion: Instead of a light yellow color, make it a much more visible red. Or perhaps add a red border, and/or a small icon indicating the fleet is in combat.

- Diplomacy. I love the card mechanics and all that, but is there some way I can actually tell why people feel some way about me? It feels like the actual diplomacy part is very opaque. Likewise, it feels like an AI that declares war on you is determined to stay at war forever, throwing peace offers at them even when I'm obviously winning and they just reject them every time. There's absolutely no feeling of 'okay lets work out a deal' at all.

- How about some freakin lists? Like, the stack panel is nice, the planet graph is nice, but what I really need is some kind of ledger where I can just get a detailed, sortable list of everything. Like, a list of every planet I own, it's income +/-, pressure, what it produces, what's in it's queue, how much defenses/support it has. Same idea for fleets, it'd be nice to see a full breakdown in a list format instead of having to manually click through all of them.


Bugs:

- Support Station, I told it to manually Target Support Beam. But it wouldn't stop targeting that fleet even once it was full up. Intentional maybe? If so, there should be a 'cancel target' button as well. I couldn't figure out obviously how to cancel manual targeting from just messing around.

- Manage Supports tooltip for fleets is wrong. It says "Manage the Groups of Support Ships currently assigned to the planet".

- Game crashed when quitting. Nothing in the log files.

- Sort of a bug? Strength indicator is just totally off. Not sure how it's calculated exactly, but I was beating enemy fleets that had 2x as much Strength as mine easily. I looked at the tooltip and it said their DPS was far lower than mine, and their HP was only basically comparable. Might be a calculation error of some sort? I can probably provide some concrete examples, but as a general strength indicator it does not seem very accurate.


Questions:

- What determines max planet level? Sometimes I can continue to level up Resource planets past their tier level so I guess it's not that?

Gwyrgyn Blood
Dec 17, 2002

q_k posted:

I think it's just 5 for every planet, it doesn't matter what the resource on the planet is.

I see now, it just hides the Required For Next Level box when you start exporting from a planet. I was wondering why it seemed inconsistent.

Two more fun bugs:

- Comboboxes, if you drop them down, click and hold on an option, then drag your mouse cursor to another piece of the GUI and release, the combo box is just empty. Sometimes it will figure out to repopulate the box with the default option but other times it won't, for example the Engagement Range box in the design screen, you can just have it save as blank.

Speaking of, sometimes the Engangement Range box fails to close if you try to change tabs while it's dropped down. So it's just stuck on the screen in the Galaxy view or whatever.

Gwyrgyn Blood
Dec 17, 2002

Lorini posted:

The game would be a lot better if the screen would designate the planets that you own that have labor. A lot better. And yes, the tech screen is a mess.

Yeah see my similar complaint about that. There's a 'Planets with Labor' filter for the right bar, and you can set the Planet Tab to show Production which shows labor. But those are both pretty messy.

I feel like there's a lot of clutter on various screens and a lack of the actual relevant information a lot of the time. Paradox games have Map Modes for a reason and I think this game could benefit from something like that. I would love a 'Labor' map mode, highlights planets: Green = Labor available, Yellow = Labor in use, Red = No Labor, Grey = Uncolonized.

OwlFancier posted:

For those of you having empire management woes, select something and press P to stick it to your UI. It's very useful.

I love the ability to do this, BUT it's mostly helpful for watching a few high priority things and not so much managing a larger empire.

Gwyrgyn Blood
Dec 17, 2002

Drone_Fragger posted:

The only thing that I feel lets this game down is the research system. It just feels so pointless in the long run that nothing really seems particularly useful. The lack of weapon variety or reason to specialise reasearch also is a real let down.

I'm having a complete brain fart here but I think every race has the exact same tech tree even?

But yeah, there are too many passive bonuses on the tech tree and not enough things like Ringworlds, Shields, Planetary Thrusters, and so on, which are all cool. You start this game with a ton of the classic 4x 'unlocks', so they could either scale back what you start with, or go really nuts and have more galaxy destroying poo poo as the end game unlock techs (which would be my preference).

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Gwyrgyn Blood
Dec 17, 2002

I feel like it's kind of dangerous to put TOO many similar unlocks in as well though. Like Armor, there's already I think 4 types? The starting 3 plus Cloaking. And then there's Shields, Bulkheads, and probably a bunch of other stuff I'm forgetting. That's probably way more than enough.

There's a fair number of modifier unlocks as is, but I feel like most of them are more sidegrades than direct upgrades. And none of them feel really exciting to me, but maybe I just haven't played with them enough. Like, I want to see a technology on the list and go 'yeah I can't wait to get that and upgrade all my ship designs to use that crazy poo poo'.


Also here's a question because I'm terrible... is there a clean way to update my supports/flag ships? Say I have a bunch of Battleships, I go into the design, edit existing Battleship to add a new Shield module, save. I would like all my Battleships to upgrade to the latest design at their next convenience, is there any way to do that? Same thing for Supports and stations of course.

There's a button right there god drat it.

Gwyrgyn Blood fucked around with this message at 21:04 on Apr 13, 2015

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