Notes on rev 5383

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Zireael
Space Dragon
Posts: 429
Joined: Mon Aug 15, 2011 5:33 pm

Notes on rev 5383

#1 Post by Zireael »

Bugs:
1) Progress bars sometimes glitch and become invisible. Can't pinpoint it, though.

What I like:
1) the trimmed down tech tree!

Zireael
Space Dragon
Posts: 429
Joined: Mon Aug 15, 2011 5:33 pm

Re: Notes on rev 5383

#2 Post by Zireael »

The AI is very quick to research high stealth techs and I can't invade their planets as a result, even though I researched Sensors as quickly as I could. Ship detection stayed at 25.

My 50 troop ship stack disappeared twice without a trace.

The production doesn't run through the roof now, but I can build only 2-3 MK VIII Bs and the AIs have stacks of Mk VIIIs. Nasty.

EDIT: No slowdowns and this is the first time the AI actually started beating me.

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Dilvish
AI Lead and Programmer Emeritus
Posts: 4768
Joined: Sat Sep 22, 2012 6:25 pm

Re: Notes on rev 5383

#3 Post by Dilvish »

Zireael wrote:The AI is very quick to research high stealth techs and I can't invade their planets as a result, even though I researched Sensors as quickly as I could. Ship detection stayed at 25.
**Edit** ignore the following, read my post farther below**

To get the benefit of the sensor technology in that situation you'd need for the target planet to be either within detection range of one of your colonies/outposts, or within range of an advanced scout ship (with the sensor component, not the initial default detection). I run into that sometimes myself and ya, it's a pain until I can get the tech ready and deployed.
EDIT: No slowdowns and this is the first time the AI actually started beating me.
glad to hear it's being a challenge :D
Last edited by Dilvish on Fri Nov 09, 2012 7:55 am, edited 1 time in total.
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eleazar
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Joined: Sat Sep 23, 2006 7:09 pm
Location: USA — midwest

Re: Notes on rev 5383

#4 Post by eleazar »

Im having fun with this version

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Dilvish
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Posts: 4768
Joined: Sat Sep 22, 2012 6:25 pm

Re: Notes on rev 5383

#5 Post by Dilvish »

Zireael, I owe you an apology -- I think that this dynamic has changed in just the past day; I hadn't realized that when I answered you earlier. I ran into similar problems, it seems like the current state of stealth rebalancing has left it a bit off-balance -- the detection techs don't seem to add enough to Imperial Detection Strength. I'm not sure what the best level really should be, but if you edit your default/techs.txt file and change the Active_Radar Imperial strength boost to something like 70, and similar increases to the other detection techs, then that should be enough to overcome the comparable tier of stealth. It could be that not so much increase is needed. I'm sure someone will figure out some sensible revisions for the svn version.
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eleazar
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Re: Notes on rev 5383

#6 Post by eleazar »

I started messing with stealth after rev 5383

Zireael
Space Dragon
Posts: 429
Joined: Mon Aug 15, 2011 5:33 pm

Re: Notes on rev 5383

#7 Post by Zireael »

Addendum: The planets which I tried to invade were in the range of imperial detection and really close to my planets (1 starlane jump in most cases)

yandonman
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Re: Notes on rev 5383

#8 Post by yandonman »

eleazar wrote:I'm having fun with this version
I completely concur.

Is anyone playing multi-player?
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