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Well normally because by the time you get the tech and build the portals, your military is such that it's just faster (and easier) to just take out the other factions capitols. Especially if you're ahead in the types of units. It's even worse for the Superiority victor because if you're going to build lots of units (late game units at that) why not just use them?
It almost seems like the Superiority victory needs to be a more culture orientated thing where they are "hacking" the hearts and minds of the opponents. Sort of like how the Mind Stem works.
However, if by killing aliens and building lots of improvements caused the aliens to get nastier and spawn faster AND get some sort of nasty 'improvement' that is the equivalent of killer planet moss that has to be cleared or will spread to other food function squares.
I mean there should be a cost (other than energy) for planting terrascapes and cutting down local forests and the like. The whole point of going Harmony is to get access to 'hybrid forests" and other ways to keep the Planet from going nuts and trying to kill you.
Really, even for Harmony, there is not that much reason not to kill every alien and loot every nest. Given so many nests are on resources, they are just in the way.
First off, you only need to take the capitols and I'm not even sure you have to take them all if you take the capitol of a faction who already wiped another faction out.
Anyway, right now, the biggest issue I see keeping a rein on a Conquest victory is health. It's hard to take a lot of cities if it causes unhealth.
I think two things could be added. Sadly, unhealth does two jobs: health and popular opinion. Breaking those two up would be nice but too much work. Still beyond health buildings, I think there needs to be specific new buildings similar to CIv's courthouses and police stations which need to be built to keep cities you've capture from rebelling.
Plus, I think it should be easier for puppets to break off to go back to their original country or become a new city state if their affinity is radically different than their new owner. This would force you to just not spam units but have to use diplomacy points to target capture cities to reduce their original affinity and push your own.
Again, I think that all the other victory conditions makes you seek, find, build and wait where as conquest you mostly just have to build units. So much easier.
The icon works, just it's blurry on its right side.
That and since the AI seems to A.) have a SERIOUS bias towards sea based cities (to the point of ignoring vast areas of land with resources) B.) waste time moving their cities around and C.) spam naval vessels, it just means that I, the human player have around 6/10/10 affinity when most have 3/3/3. In my current game, I got my main combat units to level III before most of the other factions even got to level II of all things!
Artifacts works as in normal game, for now. As I can see - artifacts in your library does not grant a single point to the any affinity level.
it's easy to make an "refuel" script for AI in source code. It's strange that the developers didn't do that. At this moment source is unavailable, so I can't fix this and they will "wander" more.
To improve the AI is a point in a plans. Maybe after your words I will move it 2 strings to the top in a TODO list.
Also, I can make a spoiler about a next variant of dificulty after Apollo. I'll try to do it much more interesting.
Хочется видеть либо модульную систему, либо интеграцию (но тут на вкус на цвет...)
Такая идея как модульная система рассматривалась. На данный момент она отложена так как мне не нравится меню агрегации модификаций.
Развитие данного аспекта вижу двумя способами. Либо, я сделаю сортировку по автору и версиям игры в меню модификаций и тогда добавлю модули.
Либо, по запросу нескольких пользователей выпущу конкретный модуль отдельно. Например Полные Даталинки по Улучшениям, Покраску Юнитов или Древо Технологий.
Played for about 250 turns and quite enjoyed the mod. BUt had the following problems.
The UI Part for the unit would never load, only after reloading the game for the second time would it load.
The AI was very slow in building cities (not sure if this is a standard problem for BE)
WHen I got further in the game, I noticed that certain resource requirements for buildings (like having actual Xenomass in your cityradius for a Xenofuel plant) were ignored. Which I think is kind of silly, because thats one of the perks of builidng your cities strategically and spaced out.
See that you are still updating, so keep up the good work and I'll check back in later
The UI of units need to configure game files twice. This is a known issue, it can be fixed on dll source side only. On the description page there is a note about it:
The AI improvements in plans.
It would be nice if you can leave a screenshot/s about this.
Good luck
I mean maybe I'll just have to use the Isolation mod to get a feeling for the new changes but it's really frustrating when you make it such there should be plenty of room to grow before having to worry about combat, the game drops a faction right on top of you and then has them Zerg rush you from there on in.