We ll start calling that thing XenoCancer when an Amazon player with a 60 hp pustule stack will appear at our border on tirn 12
We ll start calling that thing XenoCancer when an Amazon player with a 60 hp pustule stack will appear at our border on tirn 12
Gl, chance to hit will be about 20. I think u ll kill 1 or 2... Before all your ground units are dead and huntresses start hunting birds.
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Another piece of feedback was that people felt they were receiving too many notifications from different subsystems. In a few cases we were able to simply remove and re-tune systems to reduce the issue,
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The Economy has been streamlined to make it faster and less fiddly. The biggest change is that the level bonuses you gain from sector terrain no longer require research and a city upgrade to unlock, you get the bonus from the game start, meaning the terrain of a sector is much more important when deciding how to specialize your colonies. The tech tree has also been re-arranged, the sector specializations have been rebalanced and a lot more!
Another piece of feedback was that people felt they were receiving too many notifications from different subsystems. In a few cases we were able to simply remove and re-tune systems to reduce the issue,
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Bonuses that are dependent on where a unit was built and that can't be gained retroactively are a pet peeve of mine. I didn't like them in Golden Realms or even in Civ5. It makes me feel like units from early game or even start of the game become permanently obsolete, when they should be the best of their kind, and thus you should delay building those units until you can build them with said bonuses.
I get it's not a big thing, but it's a compulsion I can't help.
I don't like it very much. I feel that until now you had a shot wherever you spawned. With these bonuses from the start you could get into really imbalanced games when one player has great specialized tiles around him and another has a generic +1 to all or only resources he doesn't want.
This does happen to a degree, your start spot definitely affects what your game plan needs to be. If you want to rush, and you don't have any energy, then you need to rethink your plan. In tests this did occasionally lead to "build order wins" where one player ends up in a situation that encourages a big rush, while another is stuck collecting food and research. The general feeling amongst the testers though, was that in general you were never at such a disadvantage that you couldn't win.
We have modified the RMG to greatly reduce the number of 1/1/1/1 sectors though, since the testers were complaining that they felt punished by the RMG by not getting any sectors that gave a +2 bonus.
Hope there is some heritor-kirko forceleveller-engulfer spammer among them to be moaned about=)We have a very picky group of testers! We have people to moan at us, so you don't have to![]()
My discord society ss not as big as it could be - its only 28 of us, but anyway - i`m ascing from their persons too
Ah, We finally found those 28 guys lacking on Dread's discord server!
Great! Really liking this!we have added 4 new Intensity Settings, so players can fine tune the game in the way that they wish.
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Good to read this. Especially AI playing in teams should be more aggressive imo.We’ve been working hard to improve the AI’s aggression levels and its ability to construct more varied armies with higher tier units.