I also wonder if a new player--who has never seen this game before--sees logistics and its play as simple and transparent now.
I would guess a new player would be more confused by the options, not less confused.
The developer, however, has a design intent that is baked deep into the game system. I try to keep my recommendations inside that lane; giving them time to work it out themselves.
< Message edited by Malevolence -- 8/4/2020 12:30:18 PM >
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Random question, are big rockets intended to have less damage than small rockets? Not sure if I'm missing something here or if that is a bug. The top one has small rockets, the bottom one has big rockets.
By the way, what is the intended behavior for AI major regime units after they lost all their cities? Should they just be standing around, running out of supplies and waiting for you to clear them out?
< Message edited by Destragon -- 8/7/2020 2:56:10 PM >
Random question, are big rockets intended to have less damage than small rockets? Not sure if I'm missing something here or if that is a bug.
Usually this mean they get more attacks per round then smaller version as artillery have a soft limit on attack power.
Manual VERY vague about multiple attacks - seems that they're rolled independently from each other, so (at least for artillery) statistically your real offensive power is increasing with each new attack, despite loss of some attack power.
P.S. In case of Rockets IMHO biggest rockets are no-brainer choice as they're ALSO increasing range of ranged attack to 4 hexs, making it much more efficient strategically.
< Message edited by demiare -- 8/7/2020 4:30:08 PM >
Okay, I am sorry, but I hate the pull system. With the old system everything was very transparent to me. With the new system and this is the problem with automation, it does what it does, but it adds an unnecessary layer of complexity because I constantly have to rehash why this or that is happening now. Ooof. I am happy for those that find it mor "intuitiv", for me it is not anymore.
Wasn't there talk that the pull-system would be optional. Where can I turn it off?
Wasn't there talk that the pull-system would be optional. Where can I turn it off?
There are three separate buttons to turn it off in the traffic sign menu. What the pull system essentially does is automatically place invisible traffic signs to redirect logistics to where they are needed. If you already know how the logistics system works, then it shouldn't be so confusing, but maybe you found a situation where there is buggy behavior or something like that, where it doesn't act like it should be acting.
How was this fixed? Reducing the overall power of the Trade skill? Putting a hard cap on the size of the bonuses?
I reduced the effect a little, but mostly it applies now to the difference between trader buy price and trader sell price. So the traders sell price will never go so low as their buy price.
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I am experiencing a crash with beta-2. During the AI turn processing the game crashes and I get a warning from BitDefender that a ransomware program has encrypted some files and that BitDefender has successfully recovered the files. I have never seen this one before! And the game never did this before I started using the beta this morning. I see that Beta-3 has been posted and I will move up to that, but this was really weird. Does the beta do something new with files that the base game does not?
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Apparently it is the "encrypting" of the temp.txt file that is causing the program interruption.
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All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
I am experiencing a crash with beta-2. During the AI turn processing the game crashes and I get a warning from BitDefender that a ransomware program has encrypted some files and that BitDefender has successfully recovered the files. I have never seen this one before! And the game never did this before I started using the beta this morning. I see that Beta-3 has been posted and I will move up to that, but this was really weird. Does the beta do something new with files that the base game does not?
That sounds like your Virus Scanner is killing the programm, not like a crash. Sounds like a overly agressive heuristic against Ransomware. Usually you can exclude processes from Virus Scanner Observation. On my older, slower Laptop I usually do that. The HDD is slow enough as it is.
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Oh, yeah! Thanks!. I started playing with the beta 105 v2 or 3 and the supply and replacement problem had me just about ready to shelve it. Now it's great!
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Getting a crash during AI turn processing on turn 194. Cannot tell you more than that.
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All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Posted beta7, fixed a crash and several glitches and minor bugs.
Thanks for all the continued feedback.
As you might have noticed the latest patches address bugs and not ease-of-life/UI/AI or other improvements. This is because I am trying to maximize my development time for a big new feature rich update. More about this later :) Just rest assured that the apparent reduction of dev activity on the forums and patches front actually is a sign of increased effort.
best wishes, Vic
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I don't think anyone would ever accuse you of being inefficient with your development time. It's nice to hear that new features are coming, keep up the great work!
< Message edited by Nachtjager -- 10/7/2020 1:28:06 AM >
Im randomly losing cities to myself, in the latest beta not every turn, but if i place troops in a city ill usually, i don't always get the message that says i've conquered the city, then in the click after it's telling me i've lost it.
i end up with a newly conquered city that had 100 happiness in pop/workers , decimated to very low numbers and it's pretty much like i've just conquered it. and then i have to bring in troops to quell the unrest, which causes the city to be lost and conquered again, which puts the hapiness at 0 for pop and workers.