A suggestion on the Alien Life History Class option: Currently it forces both plant and animal life to appear. This means if you pick a Seth planet and force life, 99% of the deserts will disappear and be replaced with grasslands and forests. Which essentially makes it no longer a desert planet. Meaning I might as well have chosen Medusa in the first place.
What would make this option a bit more interesting would be limit the option to animal life only. That way, you still would retain the essential look and feel of each planet's geographic classification.
A suggestion on the Alien Life History Class option: Currently it forces both plant and animal life to appear. This means if you pick a Seth planet and force life, 99% of the deserts will disappear and be replaced with grasslands and forests. Which essentially makes it no longer a desert planet. Meaning I might as well have chosen Medusa in the first place.
What would make this option a bit more interesting would be limit the option to animal life only. That way, you still would retain the essential look and feel of each planet's geographic classification.
Although I do admit this Cerberus planet looks interesting:
A suggestion on the Alien Life History Class option: Currently it forces both plant and animal life to appear. This means if you pick a Seth planet and force life, 99% of the deserts will disappear and be replaced with grasslands and forests. Which essentially makes it no longer a desert planet. Meaning I might as well have chosen Medusa in the first place.
What would make this option a bit more interesting would be limit the option to animal life only. That way, you still would retain the essential look and feel of each planet's geographic classification.
Give it some rerolls.. it can give different results than that.
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Wow, just the 'History Class' addition has made this the best beta update so far. The limiting of Majors, for example, will/should allow for larger planets to play faster per AI turns. Thank you, Vic, for your dedication to your product (which is Game of the Year in my book). Considering all the crap we all have been dealing with this year...your wonderful game has been a Godsend to me.
< Message edited by eddieballgame -- 7/10/2020 8:17:48 PM >
Still I really want to see a "Major Regimes amount" slider. Option to have a single super-enemy is a nice, but IMHO 2-3 majors will be the best - you both will get a chance to find a weaker victim AND it could lead to serious border issues when you're treated from opposite sides.
Another suggestion - allow player to remove limitation on % of oceans on planet as a option. Yes, we still lack navy. But if you want to play icy tomb planet it doesn't matter at all.
But in short - History Classes ARE AWESOME! Finally I would be able to play on snowy planet with alien life, ^_^
I'm trying to generate a planet using "Alien Life" comboed with "Robinson" and it's indeed a bit broken now.
I'm using it on a planet with -28C average, get some alien life (5 out of 5 tries - non-breathable and zero digestion value) and then colonization generator happily place >2b pops AND creating a lot of agriculture hex areas despite open farming being simply impossible here.
UPD. A few tests done. Solo "Alien Life" and "Robinson" seems to work fine and don't create farmer population on icy worlds. Seems it's their combination going completely crazy.
< Message edited by demiare -- 7/10/2020 9:08:17 PM >
I started a "alien life" on a Medusa world, and got some nice green and lush vegetation. However, I didn't get a water resource, no rainfall(obviously) and the "lakes" are lava. So all in all.. no water what so ever :) I took up the challenge and am steadily buying water (water is cheap on the market so there must be water somewhere) every turn. If this is WAD, great! A nice challenge. But it could also be viewed as not intended :)
Not a complaint (I like these kind of challenges, and it's a better game because of it) but more a tentative question mark :)
I started a "alien life" on a Medusa world, and got some nice green and lush vegetation. However, I didn't get a water resource, no rainfall(obviously) and the "lakes" are lava. So all in all.. no water what so ever :) I took up the challenge and am steadily buying water (water is cheap on the market so there must be water somewhere) every turn. If this is WAD, great! A nice challenge. But it could also be viewed as not intended :)
It's MAY be not a bug completely : check you biosphere (via "help" menu) - are life here is water-based? It can be NOT water-based.
So far in most of my experiments, "Alien lifeforms" history will make my "Limos class" planets into forests or cloud forests/ lush vegetation
I think some fine tuning should be done in future betas
What's wrong with it? Animals need a food source = plants (even if they aren't water-based). Plants = forests (even they would look very differently from ours).
If you're trying to make Duna-like planet - worms can't exist without magic, as underground movement is INSANELY energy-ineffective.
I feel the Haven of Calm could use a tweak or two. All the raiders and slavers are replaced with farmers which would make sense if they actually were...farming. What you actually get is just a bunch of empty land and "farmers" who have a ton of militia units that swarm your lands like a bee hive once your borders touch them. Typically they offer you peace right away and go away but they make no sense being farmers with no town or city or anything that's actual being farmed.
They're also super easy to unify since when they ask you for peace they tend to get +60 relations putting them at 90ish which just means that you get a ton of militia units for free. A bug with that though is the land they own has a governor running it that now goes under your control in their old zone but once you end your turn after unifying them their zone vanishes and gets absorbed into what town(s) you have near it. The bug is that the governor you got is still there in charge of those lands of nothing and you have to go to your management screen to fire them or you're paying this person who's in charge of nothing. If they lost all their land they should just go into the reserves instead of a proxy governor.
Still I just find it odd to have these "farmer" factions with huge swaths of land that bum rush your lands like raiders that own no city but want peace with you. But I guess that's just one of the main things that needs to get worked on, the AI swarming hyper aggressively against the player since they're the only ones they'll make a move on unless it's another major faction.
I feel that they need to either have a city, could be super small if need be, or just out right removed and replaced with free folk since that's pretty much what they're acting like.
The Alien life thing makes it so any planet will have tree's on it, even moons and planetoids. I guess I was just hoping that the alien life would be like lithiods, more spiders, or something that didn't need trees since it's super weird to have those places covered in trees. Could just make up a new alien that doesn't need that stuff since spiders can already live on the moons and stuff currently so why not other weird stuff. I wanted alien life not trees
You got farmers without cities? That is absolutely a bug. Haven of Calm probably converted slavers/nomads/etc into farmers and forgot to give them an actual city.
I dont want to post a new thread to suggest this so I'll post it here. Can we get a button so that we can privatize assets? Because it is possible to nationalize assets so what about vice versa.
-Rare case, but still: Xeno- Farming with plants with non Water solvent will not require water to farm now. -Also fixed Alien Plants ideal temperatures calculation if using a different solvent than water.
Seeing deep differences between how radically different planets function makes me incredibly happy, and I'd be inclined to think that the Alien Life history will make these a whole lot less rare.
Yea you have the normal towns which are all farmers then any land that would've been slavers or raiders are just "farmers" with a huge amount of militia troops that all sit in the middle of the zone doing nothing until your borders touch them
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quote:
ORIGINAL: demiare
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ORIGINAL: Jorge_Stanbury
So far in most of my experiments, "Alien lifeforms" history will make my "Limos class" planets into forests or cloud forests/ lush vegetation
I think some fine tuning should be done in future betas
What's wrong with it? Animals need a food source = plants (even if they aren't water-based). Plants = forests (even they would look very differently from ours).
If you're trying to make Duna-like planet - worms can't exist without magic, as underground movement is INSANELY energy-ineffective.
What I would like is that the general feel of the planet remains,
Limos Class Named after the god of starvation. Not quite desert Planets, but not much better either. They have some amount of liquid water.
so for a Limos, some pockets of vegetation is fine, but don't make it a cloud forest
Very cool new patch. Hit one oddity though trying it out during early expansion. One of my militia units was attacked and the SHQ commander died in the fighting. Generally had thought he was linked to the base at the capital. Intended new behavior? Also noticed when I clicked on the SHQ counter in the base before he was killed that his Suitability was 1200+ when in all other spots it was around 30.
Very cool new patch. Hit one oddity though trying it out during early expansion. One of my militia units was attacked and the SHQ commander died in the fighting. Generally had thought he was linked to the base at the capital. Intended new behavior? Also noticed when I clicked on the SHQ counter in the base before he was killed that his Suitability was 1200+ when in all other spots it was around 30.
That has been around since the beginning and is working as designed/intended. HQ commanders have the possibility of being killed if they're assisting a unit. I'm not sure what the actual odds are, but it goes up if the leader also has a high 'Lead from the Front' skill.
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You and the rest, you forgot the first rule of the fanatic: When you become obsessed with the enemy, you become the enemy. Jeffrey Sinclair, "Infection", Babylon 5
That has been around since the beginning and is working as designed/intended. HQ commanders have the possibility of being killed if they're assisting a unit. I'm not sure what the actual odds are, but it goes up if the leader also has a high 'Lead from the Front' skill.
Thanks OldSarge, hadn't seen that before but you are correct, the SHQ commander had a 33 Lead from the Front skill.
wow, these history classes are really neat! it would be cool to see more of this around planet generation too. maybe an option called planet modifiers or something, for more water, more rainfall/rivers, elliptical orbit (really bad winters, less food production in open agriculture, encourage xeno farms), etc! this game is absolutely fantastic. keep up the great work.
-Rare case, but still: Xeno- Farming with plants with non Water solvent will not require water to farm now. -Also fixed Alien Plants ideal temperatures calculation if using a different solvent than water.
Are these changes being taken into account during Dissolution? I have a too-toxic-for-Terran-plants planet with water-peroxide-solvent tree-level full-nutrition xeno flora covering the planet - and which was covered with huge swathes of areal during the colonization phase - but after Dissolution all the areal was gone and all starting farms were dome farms even though I can build xeno farms freely myself.
-Rare case, but still: Xeno- Farming with plants with non Water solvent will not require water to farm now. -Also fixed Alien Plants ideal temperatures calculation if using a different solvent than water.
Are these changes being taken into account during Dissolution? I have a too-toxic-for-Terran-plants planet with water-peroxide-solvent tree-level full-nutrition xeno flora covering the planet - and which was covered with huge swathes of areal during the colonization phase - but after Dissolution all the areal was gone and all starting farms were dome farms even though I can build xeno farms freely myself.
this is a graphic glitch during colonization/dissolution scheduled to be fixed for beta8. Didn't manage to squeeze it in today.
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Number of fixes. And some changes to Traffic Signs concerning Pull Points. Gave it all some thought and think it is better if Logistics spread by Pull Points ignore Truck&Rail Traffic Signs and only use Pull Traffic Signs.
This way Truck&Rail can be used to direct the remainder of Logistics Points for what remains after what has been send to follow Pull Points.
best wishes, Vic
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