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RE: Space Colonization Testgame #2

 
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RE: Space Colonization Testgame #2 - 6/17/2009 11:04:57 PM   
Vic


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The garrisons are very strong in defending against amphibic attack (no retreat for the attackers).

just send on the turn.

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RE: Space Colonization Testgame #2 - 6/18/2009 2:05:29 AM   
Tufkal2

 

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Yes we will need to see how this balances.
An amphibious landing against a well dug-in garrision should be costly. There are several of weapons on the other hand who can do damage against garrisions from a distance like missiles, artillery, assault ship. So the way to go for taking over an enemy station is (I think) to soften up the defense first by bombardment and preferably secure a beachhead first from which to launch operations...

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RE: Space Colonization Testgame #2 - 6/18/2009 8:20:57 AM   
Tufkal2

 

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Did a small test with amphibious attacks:
So in case the attacker wins the battle all his retreated troops are still alive and land successfully with the other troops. If you loose the attack all landing troops are gone. I think this makes sense and means that garrision also do not score kills during an amphibious invasion unless they wipe out the attacker or retreat him totally.
And by the way: If I use combat sim together with an amphibious drop I get a simulation result but the unit gets dropped anyway on top of the enemy...
And another btw: I think if I do an amphibious drop and neither side can hit the enemy due to settings than the attacker surrenders after 30 turns. Can anybody confirm this? 

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RE: Space Colonization Testgame #2 - 6/18/2009 10:42:14 AM   
seille

 

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Can´t confirm this, but i had problems with delivery of foot troops into my HQ.
One time i produced admirals that weren´t delivered into a HQ in same location
with the location at 100% !!!
The other case was the producing location at 700/1000 and delivered none of the
jumptroops to the target HQ 3 hexes away.
Thgis doesn´t look good and i can´t explain to myself. Supply was delivered without problems,
but not the admirals and the jumptroops. No idea why.

minutes later....

OHHHH, i just got the idea why.......F O O D !
Damn i hate those traps with no information to the player.

There should be a message like "xx production wasn´t delivered because of missing YY"
Or maybe a simple warning if the food/metal storage is low.

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Post #: 34
RE: Space Colonization Testgame #2 - 6/18/2009 1:53:37 PM   
Vic


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quote:

ORIGINAL: seille

Can´t confirm this, but i had problems with delivery of foot troops into my HQ.
One time i produced admirals that weren´t delivered into a HQ in same location
with the location at 100% !!!
The other case was the producing location at 700/1000 and delivered none of the
jumptroops to the target HQ 3 hexes away.
Thgis doesn´t look good and i can´t explain to myself. Supply was delivered without problems,
but not the admirals and the jumptroops. No idea why.

minutes later....

OHHHH, i just got the idea why.......F O O D !
Damn i hate those traps with no information to the player.

There should be a message like "xx production wasn´t delivered because of missing YY"
Or maybe a simple warning if the food/metal storage is low.


Thats an engine issue. However i dont think your production is lost, its just building up. Thats a way to spot it too. If your food or minerals are on 0 thats a sign anyways. I will see if i can do something about giving scn designers the option to make this more clear.

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RE: Space Colonization Testgame #2 - 6/18/2009 9:38:41 PM   
seille

 

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Yes, it is not lost, just "left".
But it can become frustrating if you plan to use the production and you can´t because
you had not enough food. It´s a unusual thing for standard AT player to need
additional components to produce something

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RE: Space Colonization Testgame #2 - 6/19/2009 11:35:00 AM   
Vic


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its like manpower in some of Toms scenarios.

But i agree some sort of visible prognosis of use and quantity of the stuff available would be nice.

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RE: Space Colonization Testgame #2 - 6/20/2009 12:31:25 AM   
Tufkal2

 

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Found one small omission in the description: Transport Ships actually cost 5 minerals to produce. All ship types regardless of their level always cost the same amount of resources so this makes upgrading more efficient.
Also in case this was not said already: The admirals in this mod take over the function of staff and should be placed in HQ. If they are put in a HQ they provide combat bonuses as well as some intrinsic land transport capacity.


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RE: Space Colonization Testgame #2 - 6/20/2009 10:13:52 AM   
Vic


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Enjoying the game.

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RE: Space Colonization Testgame #2 - 6/23/2009 2:57:54 AM   
Tufkal2

 

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Glad you are enjoying the game. I also think it plays much better than last time.
Found one more small thing which is not working as I intended: Found out that you get 50 free recon points for every landhex owned. This does reduce the effectiveness of the explorers a bit. My hope is that explorers are worthwhile to have for recon and hiding. Will tweak this a bit. But should not be a major impact to the ongoing games...


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RE: Space Colonization Testgame #2 - 6/29/2009 5:44:00 PM   
Tufkal2

 

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Turn sent on.
Lost an Orbital Construction Pod on transfer. That was not nice of you.
Just wondering how long everybody takes to play a turn. For me its currently about 20-30 minutes playing and maybe an additional 10 minutes having a look at statistics and the enemy formations I see. When I play a spy card my turn takes longer ....



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RE: Space Colonization Testgame #2 - 7/4/2009 1:36:57 PM   
Tufkal2

 

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Had a quick look into my turn but will not be able to finish it due to RL.
Let me just put down into the history books that my peaceful faction was attacked this turn - without declaration of war - by Vic's Mercantile Alliance. They will be bear the responsibility for the war which is now coming.
And I agree with Seille: Supply usage by ships is too high as it is and will be reduced in the next version...


< Message edited by Lunaticus -- 7/4/2009 1:52:37 PM >


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RE: Space Colonization Testgame #2 - 7/4/2009 2:31:35 PM   
seille

 

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I play also 20-30 minutes, sometimes less.
This game is MUCH easier to manage then the current random game i play. Where we´re now at turn 13
and need already up to two hours to play.
Huge map with mostly small islands. Logistic planning need most of the time.
But for me managing the production is about the same fun as fighting

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RE: Space Colonization Testgame #2 - 7/5/2009 1:20:59 PM   
Tufkal2

 

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Turn sent on...

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RE: Space Colonization Testgame #2 - 7/12/2009 8:56:13 AM   
seille

 

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May i ask where the turn is ? Game runs too slow i think.
It´s a small game with turns done in 20 minutes.

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Post #: 45
RE: Space Colonization Testgame #2 - 7/12/2009 9:26:32 AM   
Grymme

 

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I think the turn is with Vic. And he has announced he is going on vacation. I sent it to him on the 8th of july. (unless there has been some mistake).

I have taken on average 2 days to complete my turns. More than usuall. But my life (and worklife) has been really full. Also there was a weeks pause while i was in Italy. So i guess i have to take some of the responsibility for the game being slow :(

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RE: Space Colonization Testgame #2 - 7/12/2009 9:49:53 AM   
seille

 

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Ok, just wondered. Think i missed Vic was going on vacation. Damn poor brain....

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Post #: 47
RE: Space Colonization Testgame #2 - 7/12/2009 12:29:42 PM   
Vic


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i resend the last turn i played to seille.

i had an Outlook meltdown and i cannot go through my email archive anymore.

Last turn i played was round 20.

if somebody already send round 21 to me... please resend.

sorry if i was the holdup.

kind reg,
vic


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Post #: 48
RE: Space Colonization Testgame #2 - 7/12/2009 12:44:45 PM   
Tufkal2

 

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Last turn I got and played was round 19 so round 20 should be the correct new turn...
By the way: There is an event in round 20 which sets the maximum reachable XP by training up to 50. Forgot to include a message into the event in the current version but this is how this will look like:





Attachment (1)

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RE: Space Colonization Testgame #2 - 7/12/2009 1:02:43 PM   
Vic


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just figured it out. i had the turn all the time. just played it and send it to seille.

i should create some server based mechanism for pbem games one day to avoid these sort of accidents.

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RE: Space Colonization Testgame #2 - 7/12/2009 2:04:00 PM   
seille

 

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Turn to Lunaticus. Took a ressource hex from Vic using some airpower.
Felt good, not overpowered or underpowered. My marines needed 7 combat rounds when they landed after
the air attacks.

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Post #: 51
RE: Space Colonization Testgame #2 - 7/12/2009 4:32:07 PM   
Grymme

 

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Turn sent to vic

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Post #: 52
RE: Space Colonization Testgame #2 - 7/12/2009 6:41:49 PM   
seille

 

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Turn to Lunaticus.
These raiders did a good job Grymme. But their job becomes very dangerous now.

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Post #: 53
RE: Space Colonization Testgame #2 - 7/12/2009 7:50:09 PM   
Grymme

 

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Cool. What did they kill?

Second turn of the day sent.

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RE: Space Colonization Testgame #2 - 7/12/2009 9:22:35 PM   
seille

 

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The raiders destroyed some supply last turn, but as you noted i already destroyed one of them.
Was a fast turn. Sent another to Lunaticus.

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RE: Space Colonization Testgame #2 - 7/13/2009 8:43:42 AM   
Tufkal2

 

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Turn to Grymme.
I managed to save up an emergency supply reserve of some 2000 supply and now feel like a nouveau riche ...


< Message edited by Lunaticus -- 7/13/2009 9:17:12 AM >


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RE: Space Colonization Testgame #2 - 7/13/2009 12:06:20 PM   
Tufkal2

 

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Would be interested to find out how everybody sees the current availability of resources so I can finetune (although I understand if you see this as restricted information...).
I thought there would be a price hike for raw materials but the opposite seems to have taken place.  For me it is as follows:
Food is very plenty
Minerals are scarce
Political points are scarce
Supply is a little scarce but getting by
Will of course depend on where everybody is settled but currently my view is that research could be made a bit easier and supply production too. How about food and minerals?


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RE: Space Colonization Testgame #2 - 7/13/2009 12:32:06 PM   
seille

 

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Food is a thing i have to produce and also had to buy already to finish my troops.
Minerals i get enough for now.
Political points i would like to get more, but can´t sell any of the raw materials

Supply i have never enough. Would like to see it less expensive so i could focus at some combat troops
and not bigger parts of production at supply.

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RE: Space Colonization Testgame #2 - 7/13/2009 4:25:55 PM   
Grymme

 

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I am producing pretty evenly. I have more minerals than i need and a little less supply than i need.

I think the resource that is most scarce is supply. I use a lot of my military bases/starbases to produce supply. Would be nice if they could produce military units. Maybe change cost of supply from 3 to 1 and let all locations produce supply. Or at least produce supply at some cost.

Turn sent.



< Message edited by Grymme -- 7/13/2009 4:26:54 PM >


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RE: Space Colonization Testgame #2 - 7/15/2009 1:12:25 PM   
Tufkal2

 

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Turn 24 sent.
Whatever happened to the resource prices?

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