Hey Vic, we were wondering if these penetration values are correct:
If they are, given that the new firepower values are:
It still seems like laser weaponry is superior to gauss, as gauss and laser compete with each other and charged gauss comes later than laser. The fact that you don't need to use logistics to send energy (as it is distributed for free) means gauss weaponry also doesn't quite have the logistical advantage over lasers.
The newest changes are really appreciated, but since the small arms weren't changed in the tech tree (gas powered, gauss and charged gauss should go 1 tech up) and laser didn't get nerfed (it should cost more rare metals, or 1 machinery part) they're still the king of small arms.
Also the change to metal soil filtration was really welcome as it is the META strategy right now, but we wouldn't mind if we could have a little bit more of metal mines who are really hard to exploit (think like 1-2 mining level) so the odds of not having any metal mine in the early game are lower but it doesn't ruin the game balance (as these kind of mines would be more useful once you have mining optimization or mining robotization)
< Message edited by Clux -- 3/5/2021 5:21:16 PM >
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Amateurs talk about strategy. Professionals talk about logistics!
-Rare metal + Radioactive production of the Demetallization Facility now also modified for the Planets Heavy Elements score >100 is more <100 is less. (metal was already adjusted)
Weren't Rare Earths already adjusted too ? I see for Demetalization 1 : 1 Rad 62 Rare 125 Metal / round on a 126% Heavy Elements planet (in my game started in 1.07.06).
The newest changes are really appreciated, but since the small arms weren't changed in the tech tree (gas powered, gauss and charged gauss should go 1 tech up) and laser didn't get nerfed (it should cost more rare metals, or 1 machinery part) they're still the king of small arms.
Also the change to metal soil filtration was really welcome as it is the META strategy right now, but we wouldn't mind if we could have a little bit more of metal mines who are really hard to exploit (think like 1-2 mining level) so the odds of not having any metal mine in the early game are lower but it doesn't ruin the game balance (as these kind of mines would be more useful once you have mining optimization or mining robotization)
I'd note that reducing rare metal production implicitly makes everything that uses rares more expensive. Lasers now have a cost of effectively 2.6-3 rares depending on source.
< Message edited by DeltaV112 -- 3/5/2021 7:29:34 PM >
I'd note that reducing rare metal production implicitly makes everything that uses rares more expensive. Lasers now have a cost of effectively 2.6-3 rares depending on source.
The rare metals nerf was actually a nerf to polymer armor, not laser rifles, as you won't ever empty your stockpile fielding Infantry with laser rifles (as long as you have soil metalization plants) which is not true for vehicles with polymer armor, as they are pretty expensive (when using over 50mm polymer)
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Amateurs talk about strategy. Professionals talk about logistics!
Bit less rare + radioactive deposits created during Planet Generation (especially on >100 heavy element score Planets)
Am I missing something or does this look backwards? Shouldn't >100 heavy element planets mean there are more deposits of rare and radioactives in the crust?
Bit less rare + radioactive deposits created during Planet Generation (especially on >100 heavy element score Planets)
Am I missing something or does this look backwards? Shouldn't >100 heavy element planets mean there are more deposits of rare and radioactives in the crust?
Yes, the higher value means more deposits.
But the deposit number grew too quickly with higher values. So he lowered the conversion ratio. It is still more deposits > 100, but not as many as there used to be at >100.
< Message edited by zgrssd -- 3/6/2021 10:18:16 AM >
The newest changes are really appreciated, but since the small arms weren't changed in the tech tree (gas powered, gauss and charged gauss should go 1 tech up) and laser didn't get nerfed (it should cost more rare metals, or 1 machinery part) they're still the king of small arms.
Also the change to metal soil filtration was really welcome as it is the META strategy right now, but we wouldn't mind if we could have a little bit more of metal mines who are really hard to exploit (think like 1-2 mining level) so the odds of not having any metal mine in the early game are lower but it doesn't ruin the game balance (as these kind of mines would be more useful once you have mining optimization or mining robotization)
Completely agree.
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-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *
I am pretty sure it is only called a Nerf if you made it worse.
If you reduce a value but that makes it better (like reduced upkeep cost), it is technically a buff. You either nerfed the viability of the T1 by making it's cost worse, or buffed the viability of everything past T1.
Thanks for the hard work Vic! these new changes (specially the nerf to foot artillery) are really welcome and will play a big role from now forward, mostly in the early game :)
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Amateurs talk about strategy. Professionals talk about logistics!
-In the overview of other regimes report you can now see the details of their relations with other major regimes (basic info at recon 5, all info at recon 10)
This is going to be very helpful in most games, thanks !
quote:
-Faction Tech, Admin, Civ level demands now stop if you reach level 8. (impossible otherwise to give)
Why "impossible" ?
Not sure what the max Tech Level is - (do linear techs count fractionally ? do all techs ? does discovery count ? can you get it even higher if you manage to get linear techs up to 100% ?)
- but Admin level doesn't seem to have a maximum - (it's supposedly 2*sqrt(BP*)+sqrt(nbCouncils) - I have it at 10.58 in my current game *produced or adjusted BP? What about Bureaucratic Push?)
- and Civ level has a hard cap of sqrt(averageCivilizationLevel)-1 = sqrt(100)-1 = 9.
quote:
-Upgrade and Downgrade Formation now also allows Individual Unit Formations to motorize or demotorize. (especially handy with the new increased artillery costs)
Neat !
< Message edited by BlueTemplar -- 3/24/2021 4:06:01 PM >
-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *
I am pretty sure it is only called a Nerf if you made it worse.
If you reduce a value but that makes it better (like reduced upkeep cost), it is technically a buff. You either nerfed the viability of the T1 by making it's cost worse, or buffed the viability of everything past T1.
thanks for the correction! buff it was.
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subversion .05 repairs a number of bugs and glitches and brings more fine tunings.
Think I am going to switch soon to finally attacking the promised S&S editor.
Best wishes, Vic
Thanks for the latest patch 1.08.05 update. Glad to see the Friendship Pact and Victory Pact fixed. Thankfully I do not have to restart my game for that.
-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *
Some good changes here but the logistics asset changes while a step in the right direction didn't address the main issues of the higher levels which are worker requirements and cost/time to build as fuel/energy mostly didn't matter. So as it sits now even after the changes, it never makes sense to build higher level truck stations just spam level 1 truck stations.
Level 1 truck station - Takes 1 turn to build - Costs 100 metal and 100 IP - Total production/upkeep costs are 1100 workers and 20 fuel - Produces 800 truck points
Level 2 truck station total costs (level 1 + level 2) - Takes 3 turns to build - Costs 300 metal and 300 IP - Total production/upkeep costs are 3700 workers and 40 fuel - Produces 1600 truck points
So to get 1600 truck points, I can build two level 1 truck stations for 200 metal and 200 IP and have an upkeep of 2200 workers and 40 fuel vs building one level 2 truck station for 300 metal and 300 IP and have an upkeep of 3700 workers and 40 fuel.
-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *
Some good changes here but the logistics asset changes while a step in the right direction didn't address the main issues of the higher levels which are worker requirements and cost/time to build as fuel/energy mostly didn't matter. So as it sits now even after the changes, it never makes sense to build higher level truck stations just spam level 1 truck stations.
Level 1 truck station - Takes 1 turn to build - Costs 100 metal and 100 IP - Total production/upkeep costs are 1100 workers and 20 fuel - Produces 800 truck points
Level 2 truck station total costs (level 1 + level 2) - Takes 3 turns to build - Costs 300 metal and 300 IP - Total production/upkeep costs are 3700 workers and 40 fuel - Produces 1600 truck points
So to get 1600 truck points, I can build two level 1 truck stations for 200 metal and 200 IP and have an upkeep of 2200 workers and 40 fuel vs building one level 2 truck station for 300 metal and 300 IP and have an upkeep of 3700 workers and 40 fuel.
I agree.
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subversion .05 repairs a number of bugs and glitches and brings more fine tunings.
Think I am going to switch soon to finally attacking the promised S&S editor.
Best wishes, Vic
Thanks for the latest patch 1.08.05 update. Glad to see the Friendship Pact and Victory Pact fixed. Thankfully I do not have to restart my game for that.
What is the S&S editor you mentioned?
Stratagem and Story editor.
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