Ma perché fate l'auto best?
Il pc sceglie a CASO le cose.
Dovete fare voi i design e aggiornarli manualmente...
Ma infatti se fate un design che si chiama carrier, quando ricercate parti migliori basta sostituirle e salvare il design con lo stesso nome, e fate upgrade...
This, sempre fatte a mano le navi.
L'auto best era solo un esempio.
Mr Pink, Guerriero da tastiera !!! Profilo su steam.
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Problemi con l'inutile svapo o altri? La soluzione è qui.
Ha un senso fare delle navi senza usare lo scudo piú resistente o le armi che fanno piú danni?
per le armi le varie tipologie hanno un po di effetto sasso/carta/forbici con i sistemi di difesa.
In teoria quando sarà un gioco finito, bilanciato e in media con tutti gli altri 4x....avere solo navi top di gamma è dispendioso e spesso è preferibile alternare carne da cannone con qualche ammiraglia top...
Ora di fatto ci sono tante di quelle risorse che è solo una questione di tempo....piuttosto che di scelte oculate...
- - - Aggiornato - - -
NI...sempre per la questione bilanciamento....dovrebbe arrivare un momento in cui si sceglie una specializzazione e ricercare solo quel tipo di arma....
Parlavo di adesso infatti
Perche' dipende.
Le navi abbisognano di energia.
Gli slot sono contati e se hai i motori a fusione che ti danno un tot di energia ti deve bastare per il fabbisogno energetico delle armi e degli scudi.
Se ricerchi armi migliori, anche l'energia richiesta e' maggiore e se non hai ancora scoperto i motori piu' potenti ... non ci rientri.
Poi armi e attrezzatura migliore consuma piu' risorse per manterle.
Finche' hai 30 corvette puo' andare, ma quando passi a centinaia di navi anche un mantenimento che si alza di 1 di minerali o energia a nave, be' a mantenerlo so cazzi.
:-)
Ma siete sicuri sia uscita la patch?
A me da sempre la versione 1.0.2.
Ho raggiunto Sol3, l'umanità si è annientata in una guerra nucleare e il pianeta è abitato da blatte giganti pre-sentient
Ma si conoscono già contenuti e data di uscita della prossima patch?
Fine giugno e qualche indicazione di massima.
Where Clarke was mainly a fix and UI improvement patch, Asimov will target the midgame with new diplomatic features and event chains.After that, we’re moving on to the “Asimov” update, and this is when we can start making some major gameplay improvements to especially the mid-game. As you might have guessed, we plan to add some new diplomatic actions and treaties. Another thing that struck me during our discussions is that the normal lack of access to the space of other empires makes the game feel more constricted than intended. It limits your options since you can’t really interact much with the galaxy beyond the borders of your empire, and you only tend to concern yourself with your direct neighbors. This is bad for your Science Ships too, of course, since they might not be able to finish some of the grander “quests”. Compare the situation with Europa Universalis, where you usually have access to the oceans and can thus reach most of the world, or Crusader Kings, where you can even move through neutral territory with your armies. We also intend to add as much mid-game scripted content as we can. Thus, this is currently the plan for “Asimov”, but it’s not set in stone yet, so please bear with us if something gets pushed or altered:
"ASIMOV" HIGHLIGHTS (NOT SET IN STONE!)
- Border Access Revision: Borders are now open to your ships by default, although empires can choose to Close their borders for another empire (lowering your relations, of course.)
- Tributaries: New diplomatic status and corresponding war goals.
- Joint Declarations of War: You can ask other empires to join you for a temporary alliance in a war against a specific target.
- Defensive Pacts.
- Harder to form and maintain proper Alliances.
- More war goals: Humiliate, Open Borders, Make Tributary, etc.
- Emancipation Faction. We had to cut this one at the last minute. Needs redesign.
- Diplomatic Map Mode. Much requested!
- Diplomatic Incidents: This is a whole class of new scripted events that causes more interaction with the other empires.
Past “Asimov”, I can’t give you any kind of specifics yet, but I am currently leaning towards honing in on the following general areas for the “Heinlein” update (these are not promises!):
CURRENT "HEINLEIN" INTENTIONS
- Sector and Faction Politics: We are working on a design for this. I always wanted to make Factions more closely tied to Sectors, for example...
- Federation and Alliance Politics: As a player, you need more ways of interacting with the other members, push your will through, and get elected, etc.
- Giving Directions to Allies and Subject States.
- Strategic Resource Overhaul: You should need these and search for them far and wide. They should be extremely important.
- Battleship Class Weapons. Some Battleship front sections will be repurposed for an XL size weapon slot. There are currently four ship sizes but only three sizes to weapons, creating an imbalance. Also, Battleships should have fewer small weapon slots and have to rely on screens of smaller ships.
- Fleet Combat Mechanics: Formations and/or more complex ship behavior is needed.
- Mid-game scripted content: Guarded “treasures”, mid-game crises, colony events, etc.
- Living Solar Systems: Little civilian ships moving around, etc.
Again, remember that we need to be somewhat flexible when things don't work out or when something else takes priority, so please take these later plans with a large grain of salt. As always, we also listen keenly to your feedback, so keep it coming!
Ultima modifica di von right; 11-06-16 alle 13:13
Mr Pink, Guerriero da tastiera !!! Profilo su steam.
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Problemi con l'inutile svapo o altri? La soluzione è qui.
Altre news dalla beta di Asimov:
Note: They're PLAYING with the Beta (which is not finished), it is not released or in beta yet.
Already confirmed is MAP MODES.
E: Colonization now requires an influence cost depending on how far from your borders it is- expanding naturally is 'cheap', expanding across the galaxy is 'really expensive'.
E3: Hoo-boy, here are alot of changes upcoming:
Embassies are gone, replaced with trust so depending on how many agreements you have you can build up trust over time. Extensive rework of ethics bonuses
War Philosophies are a new policy that limit your CBs, so if you have Unrestricted Warfare you can use any CB, liberation can only use Liberate
Pacifists have more expensive Conquest CB
Fanatic Pacifists CANNOT use Unrestricted Warfare and therefore cannot wage wars of conquest. Instead they get +15% happiness and pacifist governments grant more core system
Xenophobes get more influence from rivalries
Diplomacy now costs influence. Xenophiles get cheaper diplomacy, since embassies are now removed.
Spiritualists no longer get +Happiness, they now get reduced Ethics Divergence so your Imperium of Man has an easier time hating the xeno, the mutant, the heretic.
E4: No matter what your philosophies you can always reclaim planets that were once yours (make the Blorg Commonality Great Again), and I think they said defensive wars are looser with CBs.
Will edit this with more if I notice stuff in the stream that isn't mentioned here.
Other notes:
*Pop up to name colonies once you start colonizing a planet.
*Researching multiple projects at the same time in the situation log is a bug. Not a high priority for fixing but will be fixed eventually. Probably not in 1.2.
Edit 1:
*Ringworld building will likely come in the future. Wiz wants it but no promises.
Edit 2: *Open borders impacts both civilian and military ships
*quite a bit has been moved from the trading screen. Diplomacy looks more paradox GSG then Civ 4x now.
Edit 3: *Slave revolts are incoming in 1.2. Factions seem to be based on how many enslaved pops you have. More details will be coming in a future dev diary.
Edit 4: *on to do list on making debris and other projects that don't cost research points to not pause technology research. Not a high priority.
Edit 5: *Appears to be new colonization messages based on either government or ethics
*closing borders will piss off other nations and certain AI personalities will likely attack if you're boxing them in.
Edit 6: *No new victory conditions in 1.2.
*fix to bug of crisis killing everyone but you resulting in you winning. Now crisis counts as another empire for victory conditions.
Edit 7:
*Fallen Empires do not have open borders. Potentially will in future but fallen empire will try to kill your ships if you enter their territory.
*In the future looking to add more weapon sizes.
Edit 8: *on to do to allow deconstructing space stations and refitting with modules. May make it into 1.2. Wiz is also annoyed by it.
*sectors will no longer build certain spaceport modules (no specifics) in 1.2
Mr Pink, Guerriero da tastiera !!! Profilo su steam.
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Problemi con l'inutile svapo o altri? La soluzione è qui.
Sempre incazzatissimo coi paradox che fa giochi monchi....però mi piace la loro volontà di uccidere sul nascere ogni exploit relativo al rush delle colonie..."più tanti" più forti è una cosa che non ho mai sopportato.
Di questo passi tra un annetto sarà completo...
Alcune cose mi sembrano ottime, come le mapmodes (assurdo che non ci fossero al day 1 tralal'altro) e la limitazione del rush espansivo, altre mi lasciano onestamente perplesso come la rimozione delle ambasciate (ho paura del loop: bassa fiducia -> nessun agreement -> bassa fiducia).
La policy per la limitazione dei CB mi sembra buona, ma forse andrebbe affiancata ad un meccanismo ck2 style per l'acquisizione di cb extra policy (es. spendere influenza per ottenere un claim su un pianeta)