Freecol cant build colony9/22/2023 It's now possible to define nation specific unit types that can be recruited and purchased in Europe.Major changes to the tile goods production so that the actual values matches the original game.New transitions between the base tiles.Stay tuned!Īll 0.12.0 and 0.13.0 games should continue to work with 1.0.0.Īll user visible changes since 0.13.0 Graphics Once we have something like this in place, there's probably no problem anymore in just exempting guard monsters from the monsters frequency setting.We will continue improving the game through numerous new releases. Or allow us to make space monsters that guard only a specific planet (the one with the special) instead of blocking the entire system. Something like this will allow your fleets/ships turn tail and retreat if they unexpectedly stumble over hostile forces, instead of being annihilated every time they poke their noses in the wrong system, which would at least take care of that annoying scout eating. ).Īnyway, I expect that problem to be much alleviated once we introduce some kind of "tactical" combat (however that may look like in the end), like SilentOne proposed here (look at the second proposal on the second page too, I think it's better). "None" monsters is for those who want absolutely no monsters (and we made it that way after several complaints that "None" still left you with those guard monsters, so there are actually people out there who like it that way), why deprive them of that option? If that setting is no fun for you, don't use it, and those that want it will have to put up with the consequences (after all, you can't eat the cake and keep it. However, I don't see that much of a problem with that, because the option you prefer when you want a game with "no" monsters (that is, if I understand correctly, having no roaming monsters, but only those stationary guards) is more or less covered by the "low" monsters setting. Nothing we can solve for the release, any good solution to that issue will require more effort than we can squeeze in in the few days we've left until our deadline. Which is the strong point of Sloths idea of "ground guards" - they provide the means to make certain specials not too easy to get, while avoiding those side effects. The problem is quite simple that they not only just act as a guard for some special that shouldn't be too easy to get (which I completely agree to), but these scout-eating road-blocking "side effects" they have. Mat, I do see your point, however, the annoying thing about that guard monsters is a) I constantly loose scouts to them in early game, and to me that's just, well, annoying, and not fun, because frankly it happens too often, and b) they can constitute a significant roadblock in the early game, annoying for the same reason, because it happens too often. If we're to keep monsters=none to also include guardians, then I think we need to stop the specials that really need guards for balance to not appear. Sloth's Added Ancient Guardians species as an alternative to Sentries guarding specials idea would definitely help with this, but I'm very uncomfortable with the current balance and I'm not sure Sloth's idea would be enough. Because of this and the black hole I've found with an asteroid belt, I'm basically assured of a win in this game unless I sit and do nothing for 100+ turns. I've previously expressed my dislike that monsters=none removes all guards, and favour improving the explanations, but I accept I'm in a minority.įrom a balance perspective, allowing such overpowering specials and effects-an early Death Ray unlock from a Ruins would be just as overpowering-without any balancing defence is a really bad thing. Honeycomb-no-monsters.png (221.21 KiB) Viewed 1725 timesīecause I'm playing on None for monsters (I fancied a change), the Honeycomb is completely unguarded.
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