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Messages - slevered

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Infrastructural capacity research for empire is bugged. If you research it and then loose the required 6 civilian labs it dont work any longer and if you then rebuild them you dont get the bonus. Atleast i didnt.
Also the planetary corruption bonus acted weirdly here, it gave me zero cash even though i should be at a high income type +20. The income was listed as beeing in the positive yet i had zero cash and it never went up. <shrugs> It seems to work now however, so dont exactly know what happened.
And thanks for new version. :)

Thanks for the feedback, we will take a closer look at the infrastructural capacity bug.

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Ascendancy Discussion / Re: .95 Feedback and minor bugs
« on: March 24, 2015, 07:34:25 PM »
Hey guys! I am one of the devs. Thanks for posting your feedback, if you find any more issues, or things you like about the mod (because that can be just as useful), don't hesitate to place them here or on the moddb site. I and the other devs are watching those for your feedback so we can compile all together to discuss it.

Off of the top of my head, I can answer a couple of these guys for you

Don't know if it's on purpose, but unclaimed planets always seem to be protected by 2 carracks or one lancer or one lance and a carrack. I kind of miss having to work at all to colonize better planets even if they are just neutral. Makes larger games a bit tedious before you actually run into your opponents.

We are most likely going to do some kind of planetary balance pass, which includes neutral spawns.

One odd thing about Golans, though: even playing as the Republic, I was building TIE fighters and TIE bombers on my Golan IIIs.  Was that intentional?

Also, when the MC80 colonized a planet with a ranked-up Colonize ability, it would spawn an extra constructor (as intended), except that instead of a tug, it spawned a Vasari construction vehicle. On the plus side, tugs spawned properly after the first colonization (ie, with appropriate planetary upgrades), and the Vasari constructors would eventually just disappear.

I'm sure you know this part: The Viscount Star Defender still only has one ability to select at levelup, which is sad. I had 4 points just sitting there, unused, taunting me every time I looked at my fleet composition.

I turned the Galaxy Gun off for my playthrough, as I hate racing to destroy them just to preserve my planets.  How does the Galaxy Gun interact with planetary shields and health upgrades?  Is it an instant destruction, or does the projectile have a damage value that can be mitigated?

One last thing, an issue I ran into during a playthrough just before this patch: My roommate and I were playing NR on a galaxy-spanning map, with a team of enemy NR computer factions and a team of enemy IR computer factions.  The IR factions were building Galaxy Guns like crazy, but neither of us could get a fleet out there to destroy them: the enemy NR had us hemmed in, and trying to trek through their territory to destroy the Guns was a great way to lose fleets.  Our ships were defecting left and right to the enemy NR factions, which kinda sucked.

Don't get me wrong, I love that passive (10% chance for ships to defect when they leave your gravity well), as it forces the enemy to engage you one planet at a time.  But when strategy demands a lightning strike deep in enemy territory, it's just too damn powerful a defense to overcome.  Even three planets in and it can strip an invader of half their fleet.  Great when they're defecting to me; awful when my ships defect to someone else.

Can Fleet Commander auras be made to lessen the defection chance?

Again, many thanks!

We know of the Golan issue, just forgot to switch 1 string in the code.
The colonize thing is most likely an issue of the ability script, which should hopefully be easy to fix.
We will (about 95% sure) be adding more abilities for the Viscount, but it wasn't a priority for this patch. I definitely remember talking about new abilities with the team.
There is no protection from the Galaxy Gun ability but the Galaxy Gun construction mechanics changed a bit from the 0.9 patch.
The fleet commander thing might be cool, but there could be some implementation issues during hyperspace jumps. I will make sure to bring this up next meeting we have.

Thanks for the feedback!

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News & Updates / Re: Dev Diary #11: Admiralty & Migration
« on: July 17, 2014, 09:12:36 PM »
You never know. We may be talking about the Tsaiwinokka Hoyakut or Tsabin Dril, or maybe even the Tsaelke. Just wait and see.

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Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: June 23, 2014, 01:13:23 AM »
Here are some pictures with the new sprites for some of the ships. These sprites give vital information to players without having to zoom in and hover the mouse over each ship



And here are some beauty shots.





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Those working on this mod do so in their own free time and for no pay.
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