Yes, they are supposed to give you a powerful boost. It is not supposed to be a persistent thing though, I just haven't properly addressed it yet, as it is some sensitive code, and with a drawback.USS Defiant wrote: ↑Fri Sep 27, 2019 7:23 pmWhat I can say is: I really like the surveyors. You have talked about them in the other thread. My first thoughts are that they are not "overpowered" during the early turns or tech levels. It is just logical that a race that just started travelling through space will learn a lot by surveying what ever they find in space. But I also agree that it is illogical that a surveyor gives you the same knowledge every turn for as many turns as they survey the same nebula or wormhole. Making it random RP's does change how a surveyor works but it still is illogical.
The random RPs solution is a temporary one, until the issue is dealt with properly. I'm considering a couple of ideas about how to implement this without being too cumbersome code-wise. One of them involves you only being able to survey each anomaly once - simpler, but not the most interesting one.
Actually, that's the original design for it. Each anomaly type is worth a certain number of RPs, and you can "collect" those RPs until it is exhausted. The decreasing collection rate is interesting, and the "diminishing returns" too.My idea of a solution: Let's imagine one surveys a wormhole. Isn't it possible to set a limit of RP one can get from that specific wormhole? Let's say the wormhole gives you 100 RP overall. First turn brings you 20 RP. Second turn brings you 10 RP. Third turn brings you 5 RP. And so on until one reached 100 RP from that spcific wormhole. After that one knows everything about this wormhole and can't get any new information from it. That means he has to search for another wormhole and can't "park" a surveyor for 100+ rounds at the same wormhole. I would also suggest that the second wormhole doesn't give you 100 RP. It should give less. Imagine you are surveying a butterfly. You learn that they have 6 legs. This is an information you only get ONCE. Surveying other kinds of butterflies will also give you that inforamtion but it is useless for you cause you already know this from the first butterfly you have surveyed. You know what I mean? Same with wormholes... After surveying for example 10 of them you should know everything about wormholes and shouldn't get any new RP from surveying 'em. But instead you should get a kind of permanent tech bonus or a new building ( e.g. transwarp center? ) as an award for surveying 10 wormholes.
Pls don't quote me on the numbers. They are just to show my idea and not a real suggestion. I am not deep enough into the game to say which numbers really make sense and are ballenced. What are your thoughts about it?
It's a more interesting solution, no doubt about it.
It is randomAgent spawn rate: I am not really sure what you mean by agents? But I guess you mean the characters that spawn and can be sent to other races to serve as an ambassador. If so I think the spawn rate is okay. Just the moment they spawn seems a bit random. It happened to me that I had more agents available than options to use them. Then they retire I meet three new races and have no agent available. I also wonder why some of them have skills like "combat" or why Tasha Yar should be able to serve as an ambassador. Or Worf... Or Cpt. Jericho... Can I also use them in combat? I mean can I make Cpt. Picard the captain of one of my fleets? Otherwise this combat skill doesn't make sense to me.
Right now you can only assign them as envoys, but eventually you'll be able to attach them to fleets as officers, providing bonuses, or place them in colonies where you want them to conduct sabotage or espionage missions. I'm working a bit on the Intel screen.
Tasha and Worf will probably not have any (or much) of an effect when assigned as envoys - as officers though, they sure will. Combat for instance will influence the role of officer, but not envoy, and only marginally operative. The skills of the agents are tailored for a specific role, though they have a 3rd skill that is entirely random - which might make them actually have a marginal usefulness in an out-of-character role.
Picard will be very useful in combat, yes, and you might also use him as an envoy to some effect. He won't be much of a spy though
The first issue is Win10 related - there are a few of those. There's a whole thread dedicated to that matter.Two general things that might allready are known:
- When sending a diplomatic message to another race the "send" button usually is greyed out. Workaround: Set up message, click on "inbox", click back to "outbox" and the "send" button is no longer greyed out.
- I do not find a possibility to release single ships from a fleet. I can combine single ships to a fleet by using drag and drop. But how do I release a ship from a fleet?
The second one, use the Redeploy Fleet button, and then drag the ship you want to remove from a fleet to the purple box on top of the screen, and it'll create a new fleet.
Thanks for the input!