redhat1968 wrote: ↑Sun Feb 28, 2021 10:06 pm
Thanks for the extra patience you have given me. I always try to search the forums first, but I don't always catch it.
No problem at all, on the contrary! It's really cool to be discussing the game mechanics, and what's behind them - it's a good way of seeing if/where the game can be improved.
I don't think I understood the difference between Ground Combat and Ground Defense.
Supremacy's GC is BotF's GD - meaning it is only applied to the defending troops. So the Hall of Warriors only applies to Qo'noS when it is being invaded by another civ, in that defending Klingon troops get +50% (or is it +100%?) more firepower if it is active. When Klingon troops are invading another civ's colony, they get no bonus from HoW.
Supremacy's GD (Bunker Network, and a couple minor races' underground structures) only protects the colony's Garrison from orbital bombardment, and nothing else - it makes them tougher to kil from orbit but not in actual ground combat (this is what I mentioned could be changed, it also providing "hit point" bonuses to the defender's troops in ground battles).
I really like the work everyone put into the updated Planetary Assault screen.
Yea, it's really nice. We still need to implement a way to liberate colonies (probably by having the Land Troops button open a new menu that allows Liberate and Subjugate actions), and to have it pick the theme for the civ you're playing (instead of the Fed theme).
On a separate note, I have played the Klingons twice now, once in the previous update, and now once in the new update. 4 times now, I have got a Domestic Terrorism event. The first game it was twice by turn 80 and the second game it was twice by turn 67. Each time it destroys 6 Construction Halls except for the last because I only had 5 to begin with. It is my understanding that Empire Sabotage is not implemented yet, regardless I have not met any Empires. No complaints, it may be that this seems reasonable to everyone, but I thought it strange the it was the exact same event...
Terrorism events will only start happening 50 turns after the colony has been founded. If you do not start generating Intelligence in that colony at that point, then the events start triggering every few turns (this can be modded in the Data folder, ScriptedEvents.xaml file). The lower you Intel output vs the colony's population, the harder the effects; 6 structures, you probably had no Intel being generated and the PFs were of low TL?