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I don't know about multiplayer, but I don't think that's that big of a deal actually.
Which is why I said it's not a big thing, just a pet peeve.

Plus how would you propose to fix it? A global "retrain button" (which imo would be a unbalanced for players who don't own these many bonuses from structures) or maybe a "retrain at facility" option?
Those aren't bad ideas, but it would probably be the easiest to just turn the bonuses you get from these exploration sites into global buffs that apply to all relevant units for as long as you hold the site. Alternatively, you could incorporate them into the mod system somehow, given that those can be refactored. Not that I expect the devs to do anything about this. If my pet peeve didn't annoy anyone else in the previous game, it probably doesn't here.

Dat perfectionism from Topias.
That's one way to put it.
 
Hope there is some heritor-kirko forceleveller-engulfer spammer among them to be moaned about=)

You will not be disappointed, the poor old Kir'ko have not done well this update. There are some buffs to certain things, but there are definitely more nerfs.

Can somebody talk to me except my psycholog? o_O

Oh sorry, I was at home and I forgot your post. I spoke to our network guys a few months ago about the possibility of having the option to set up games without all players being present, unfortunately it's just not possible with the current way that the game's networking works. We'd need external servers to be able to let people join a game in that way, and that's not really possible for us right now (it's not just a cost thing, but also a lot of extra work on our side).

I'm asking about the turn timer now, since I'd forgotten it was a feature in AoW3. It has a similar issue, there's no external can monitor this and force the handover. Sorry to disappoint you! I've been told that these will be added to the next game, but they're just not possible with the engine as it is in Planetfall.
 
It's good you are updating all platforms at the same time. You are great devs

Yes! My other favorite console strat game was Xcom2, but with that company the console version was always an afterthought and the expansion to this day still doesn't work right.

So extra thanks for keeping us lowly couch-players in mind. :)
 
Police called.

Seriously, am I understanding the econ change correctly? Sounds to me like the whole level 1-5 thing is being ditched and instead you plonk down a city, annex the sweet resource spots and you are done resource-bonus wise. Is that right?
No, the +1 sector level stuff is still there. Just terrain/climate was removed and is automatic.
 
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.
What if you needed a tech for the double sector bonuses? This is simply a tier ~3-5 research that allows exploitation to gain double benefit from terrain. So the early game isn't so dictated by that and having lots of 1/1/1/1 sectors means you have a choice on how you do things?

Another thought, but does the terrain of your capital affect anything now? That's another thing that was problematic since building a colony 'blocked' the use of the sector it was built on for exploitation if it happened to be something you really wanted to use as such. Also meant that colony placement was more a matter of fitting in the maximum number of colonies rather than any particular benefits of the sector itself.
 
Oh sorry, I was at home and I forgot your post. I spoke to our network guys a few months ago about the possibility of having the option to set up games without all players being present, unfortunately it's just not possible with the current way that the game's networking works. We'd need external servers to be able to let people join a game in that way, and that's not really possible for us right now (it's not just a cost thing, but also a lot of extra work on our side).

Those are tragic news. I so hoped for this feature. I even dreamed about an inbuild ranking system with it...
 
Hello, first let me thank you for all the hard work you have done to turn out this latest update for the game. I was on the edge of committing my wallet and now I feel it would be money well spent at this point.

I do have one question though, does this patch address the question that Is sticky on steam about late game AI moving armies back and forth pointlessly?
 
One last question to make me happy: will it be possible to TWEAK THE COMBAT CARDS USAGE???
Like here is the way most people would LOVE to play with combat cards:
"combat cards enabled, combat retry enabled, combat retry costs combat cards, PvP - full manual/TBD, pve - full auto"
 
Those are tragic news. I so hoped for this feature. I even dreamed about an inbuild ranking system with it...

I'm sorry! It's one of those things where a decision made a very long time ago in development has come back to bite us in the ass.

I do have one question though, does this patch address the question that Is sticky on steam about late game AI moving armies back and forth pointlessly?

The QA team says that they haven't seen it for a while, and we've put a lot of work into the AI, so hopefully it should at least be a lot rarer, if it's not actually fixed.

"combat cards enabled, combat retry enabled, combat retry costs combat cards, PvP - full manual/TBD, pve - full auto"

This has not been changed, but I've made a note of it. Perhaps we can do something with it soon!
 
Thank you very much for serious constant updates.
I feel as if this game needs more time in the limelight, having lots of fun since launch day, recently bought Revelations to support your efforts.
 
Considering the emphasis on Tyrannosaurus and the Amazons this patch, and the fact that you guys are posting a T-Rex each day on your twitter, I hope there will be some substantial buffs for the Tyrannodon in the upcoming patch. At the very least, I hope its lasers go from Range 4 to Range 5.

Either way, I'm looking forward to the patch. I haven't played in a while and I've been wondering what you guys at Triumph have been up to during the last few months that were relatively quiet.