Shark7
Posts: 7937
Joined: 7/24/2007 From: The Big Nowhere Status: offline
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ORIGINAL: jscott991 I doubt it will make 1.0.5, but one thing that needs to be addressed soon is the enormous advantage finding another species confers on you in the game. It can be the equivalent of discovering the advanced colonization modules years ahead of schedule. If you're playing in a game with slowed down research, it's a decisive advantage. I don't really see this as a problem: It is by NO means a condition unique to you, the player. This is roughly the equivalent in Dominions of finding a particularly tasty independent province capable of making mages in the magics your nation lacks. Very nice, and significantly affects your gameplan, but at the same time, it is not a condition that is unique to a specific player, and can't even really be considered rare. Agreed, plus the fact that if that species isnt very numerous, having their one planet build tons of colony ships will take an eternity... Not agreed : as already explained by some people here, the problem is that colonization tech are pretty useless for the moment. Some very good suggestions to solved this have been made here, I hope the dev will take a look at it. different people are seeing / addressing different problems in the same thread :) As they currently stand, colonization techs 2 and 3 (you start with tech 1) are not very useful, since its much easier and more practical to get races that can colonize more planets. We did mention a variety of alterations that would make said tech more useful. However, I wouldn't really call it a "problem"... so there are 2 techs with very limited use but no penalties at all for using them... its not like the case with lasers vs torpedoes where the AI loses out by using lasers... there is no reason for you to not use said tech, you just gain little from it (unless your situation is specific... for example, a civilization that started with high tech levels, or if you play with fast research rate...) Also, colonization tech 4 is ridiculously awesome but not very reasonable (create more colonists out of thin air), suggestions have been made to change that as well. One thing I do agree with is that colonists should not appear out of thin air. If you are building a colony ship from a world with only 10-15 million colonists, one has to think they are cloning themselves to fill up a colony ship. There are two possible solutions: 1. Require the ship to be loaded with existing population once complete...this removes X number of colonists from the existing planet. 2. Only allow colony ships to be built at planets with at least X (my suggestion is 100 million) colonists. Either solution fixes the problem. If you find a derelict colony ship, you only get the number of colonists of that species that your current colony tech allows. With either of the above solutions, you simply can't spread Species 'Y' to every corner of the galaxy, there aren't enough of them to do it.
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