Supremacy new release

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geordie
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Re: Supremacy new release

Post by geordie » Fri Oct 11, 2019 5:20 am

I only opened a new game and checked description in the Encyclopedia and everything looked correct.
I suppose that it was a movement in displaying building paramenters, but the game mechanics worked probably OK. I had no dilithium shortage or starvation on a single planet. Sorry, but it is not worth to continue the old game now.

Anyway please consider a small population bonus for immunology centres.

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Re: Supremacy new release

Post by Iceman » Fri Oct 11, 2019 6:04 am

Well, you can continue the old game if you wish; just revert back to the release/patch you were using.
Anyway please consider a small population bonus for immunology centres.
What exactly do you mean by this?

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Re: Supremacy new release

Post by geordie » Fri Oct 11, 2019 9:15 am

Accidentally, using a save from older game after the last patch, there was a description of the immunology centre that it insceased slightly max population in the system. It was simply wrong description, but I found it interesting.

If the immunology centre could increase the max population by 10 (for example), it would not become useless in more advanced game phase.
Last edited by geordie on Fri Oct 11, 2019 11:34 am, edited 1 time in total.

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Re: Supremacy new release

Post by geordie » Fri Oct 11, 2019 11:33 am

After the last patch the game starts with all races except Borg - the error is immediately after the game loading.
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Re: Supremacy new release

Post by geordie » Fri Oct 11, 2019 11:44 am

My comment about ideal planets followed the fact that recently I played Cards and their ideal planet was also terran, instead of dessert one, which had been mentionned in the 2010 manual. The dessert planets have marginal class for Cardassians now.

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Re: Supremacy new release

Post by geordie » Fri Oct 11, 2019 4:35 pm

I found a strange situation in a new game.
After completing a colony ship build I found another one, an Ledosian frigate. After separating them the game crashed. But I was able to scrap it, not sure if I got any monye for it.
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Re: Supremacy new release

Post by Iceman » Fri Oct 11, 2019 5:15 pm

After the last patch the game starts with all races except Borg - the error is immediately after the game loading.
Argh... Working on the Intel screen for all the civs, forgot that we don't have a background image for the Borg yet...
I'll upload something to BB that I've put together just now (the file is too large to attach here) - it took me all of 5 minutes, so don't expect something dazzling :wink:
The image should be copied here:
\Resources\UI\Borg\Shared\

I should probably replace the patch, as I've already made some more changes to battle morale - morale from victories should be mostly working, added basic SitReps for victory and defeat, tweaked the thresholds and the formula.

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Re: Supremacy new release

Post by Iceman » Fri Oct 11, 2019 5:36 pm

If the immunology centre could increase the max population by 10 (for example), it would not become useless in more advanced game phase.
I haven't completely discarded making building colony ships cost population, so they may still come to be useful throughout the game :wink:

My comment about ideal planets followed the fact that recently I played Cards and their ideal planet was also terran, instead of dessert one, which had been mentionned in the 2010 manual. The dessert planets have marginal class for Cardassians now.
Yeah, but Desert for Cardassia never really made any sense. It's not a Desert planet. Also, it made the habitability of the other planet types weird IIRC.
Desert planets should be something more like Dune/Arrakis.

I found a strange situation in a new game.
After completing a colony ship build I found another one, an Ledosian frigate. After separating them the game crashed. But I was able to scrap it, not sure if I got any monye for it.
I don't understand what you are describing. What do you mean you "found" the frigate?
I see it is in the same fleet as the colony ship, but its border is white, meaning it is independent? The Ledosians are not members of the Union?

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Re: Supremacy new release

Post by geordie » Fri Oct 11, 2019 5:51 pm

I haven't even met Ledosians. Definitely their planet isn't in a proximity of 10 sectors of Cardassia.

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Re: Supremacy new release

Post by Iceman » Sat Oct 12, 2019 7:00 am

Iscaran also reported a similar issue. What's new about your report is that the frigate was spawned into one of your fleets... that's odd.

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Re: Supremacy new release

Post by geordie » Sat Oct 12, 2019 12:26 pm

So the immunology centre - as its name suggests - at least could provide some additional protection against plagues... for example 50% less casualties

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Re: Supremacy new release

Post by geordie » Sat Oct 12, 2019 1:09 pm

Hi Iceman,
The slow research is realy slow now in the huge galaxy. :grin:
I suppose that the odds of special events could be somehow in relation to the research speed. I colonized 9 additional planets and got one supernova and two asteroid bombardment. It would be OK for 'difficult' game parameter :grin:

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Re: Supremacy new release

Post by Iceman » Sat Oct 12, 2019 5:52 pm

geordie wrote:
Sat Oct 12, 2019 12:26 pm
So the immunology centre - as its name suggests - at least could provide some additional protection against plagues... for example 50% less casualties
The Health Centre does :wink: (any +%PopulationHealth building or ship, actually).

I have long thought of eliminating the Immunology Centre because, as you mentioned, it has a limited (in time) use. The effect (+GrowthRate) is nice for low GR colonies in their initial steps, but once they're close to max pop, it's just not that useful.

I've thought of using +%PopulationHealth (Health Centre and upgrades) for growth rate bonuses, since these also only have topical uses (casualties from Plagues and other random events, and bombardments/invasions, and at some point sabotage), so instead of having 2 buildings with occasional use (which is borderline bad design) we'd have only 1 with less occasional use. Even having 2 buildings with a similar name (or that convey a similar function) is kind of weird.
Or use excess food production, something like what was supposed to happen in BotF.

Any thoughts on this?


The slow research is realy slow now in the huge galaxy.
Ok, and are you saying this as a good thing? :wink: I mean, do you like the pace as it is?

I'll ask the million dollar question again, since I didn't get any answer before:

Should we make the current Slow be the default Normal? Or keep it as it is now?

I really would like some feedback on a non-Huge game on Normal, so I can put this issue to rest and concentrate on other stuff.


I suppose that the odds of special events could be somehow in relation to the research speed. I colonized 9 additional planets and got one supernova and two asteroid bombardment. It would be OK for 'difficult' game parameter
:shock: Ouch, nasty, the RNG gods are not with you...
I can make them rarer, and start later in the game. Though this should be a fluke rather than the norm.

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Re: Supremacy new release

Post by geordie » Sun Oct 13, 2019 11:28 am

It's for me too early to decide about the low research pace, but the game looks to last far longer, so still there would be nothing to research in the second part of the game. I played about 170 turns and I am discovering level 5 now. With normal pace the game is more dinamic, so we face again the more difficult solution to have at least 25 research levels... :grin:
I will try a smaller galaxy as a next game.

The immunology centre: so I would propose to keep it, but with a reduced purpose - to provide the pop growth but only for systems with the growth below 1% and rounding it up exactly to 1%. Without it some systems with a couple of planets and 0% growth would be useless.

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Re: Supremacy new release

Post by Iceman » Sun Oct 13, 2019 12:23 pm

I guess my point is (and this is for everybody that wants to chime in), if we make the current Slow into the default Normal:

will the new Slow (half as fast as the current one) still be "attractive"?

will the new Normal be "confortable" for everyone?

will the new Fast (current Normal) be too slow?


I'd say that Slow is more suited for Huge galaxies, and Fast for (Small) MP games, so that's the perspective I'm trying to take here.


The immunology centre: so I would propose to keep it, but with a reduced purpose - to provide the pop growth but only for systems with the growth below 1% and rounding it up exactly to 1%. Without it some systems with a couple of planets and 0% growth would be useless.
Yep, something like that was my initial goal with the IC, but that restriction (GR < 1%) doesn't currently exist, and creating it just for this situation is not a very good option. And it would not be easy for the player to understand it. I could hardcode it ofc, but...

What I had imagined was a Cloning Facility, with a somewhat high Energy or Credits upkeep, or even a Morale penalty - that would make you think twice about using it. Ideally it would have a +1 Population bonus (which would have to be created) instead of the +GR one, so that it wouldn't actually be more useful for high GR colonies (which is what the IC currently does). I don't like much the fact that the IC makes high GR colonies grow even faster.



BTW, I've upped the minimum turn for scripted events to trigger. Doubled actually, which goes well with the slower pace of the game. Also increased career duration of personnel.


I've fixed a few things in multi-sided combats, especially important in MP, which need be tested. Should upload soon.

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