Yitzi, is it a good thread to ask for/suggest next modifications?
Because I have a few things for you as our Data Angel here:
1) First and foremost: please put that retool thing on the list of your priorities. It is one horrible bug and drives me, and not only me, crazy.
2) Did you target the drone display bug? I mean, I understand we all got sorta used to it by now, but it's still a little annoying thingy that makes you click the Psych screen every now and then just to be sure. It would be great to have the drones display properly in a longer game (it is usually triggered by something in the gameplay, usually around the time you put Rec Commons in your bases).
3) Also, a question: where does your patch stand on the issue of easier mind worm capturing introduced by kyrub? IIRC, he discovered that after some limited amount of NL is on the board, the capture chances drop sharply, close to zero. I'm quite sure he managed to do something about it before he left for good. Do you recall any of it and what do you think on that?
4) Also, a request: when you play without the Spoils of War, upon capturing bases you get a certain amount of lab points. The figure may vary very greatly. Can you find in the file any issues related to this formula? I don't even need the equation itself (although that would be nice), most important factors will do. As it is right now, I'm not sure whether the number is more base-related or faction-related, i.e. does it come from raided facilities/population or from the fact that your raided opponent has more/less techs than you. Can you shed any light here?
3) Also, a question: where does your patch stand on the issue of easier mind worm capturing introduced by kyrub? IIRC, he discovered that after some limited amount of NL is on the board, the capture chances drop sharply, close to zero. I'm quite sure he managed to do something about it before he left for good. Do you recall any of it and what do you think on that?The decreasing capture chances is how it is supposed to be. It is stated on page 37 in the Prima Guide, re the Green Conquest strategy:
This strategy is so powerful that Firaxis has coded in a couple of restraints, to keep it from becoming a "sure thing."
First of all, there's a diminishing returns factor in mind worm "recruitment." Basically, this means that the more mind worms you already have, the less likely you are to successfully recruit a new one.
The second limitation is that it's significantly harder for one of your mind worms to recruit another mind worm than for your other units to recruit mind worms.
Regarding #3:3) Also, a question: where does your patch stand on the issue of easier mind worm capturing introduced by kyrub? IIRC, he discovered that after some limited amount of NL is on the board, the capture chances drop sharply, close to zero. I'm quite sure he managed to do something about it before he left for good. Do you recall any of it and what do you think on that?The decreasing capture chances is how it is supposed to be. It is stated on page 37 in the Prima Guide, re the Green Conquest strategy:QuoteThis strategy is so powerful that Firaxis has coded in a couple of restraints, to keep it from becoming a "sure thing."
First of all, there's a diminishing returns factor in mind worm "recruitment." Basically, this means that the more mind worms you already have, the less likely you are to successfully recruit a new one.
The second limitation is that it's significantly harder for one of your mind worms to recruit another mind worm than for your other units to recruit mind worms.