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Don't be blase about game defaults.
I read the readme for the descriptions of game features I would or wouldn't like, and then enable and disable them as I see fit.
I am of the opinion that if the mod went to the trouble of changing some aspect of the game, it may as well show off its goods.
However the 2nd Scout received no damage at all. I couldn't find a setting for that at first, but once I searched for the word "collateral" I found collateral_damage_value=0. Is that a Thinker inheritance or a WTP choice? I'm not in favor.
I think I infiltrated less than 10 turns ago. I don't know exactly how much. I'm wondering if I have any chance to put a new device in, or do I just have to wait until all are discovered?
Of course, being afraid to attack for 10-20 turns is a risk in itself... but that's all part of the fun.
I really hate Democratic giving a PLANET penalty. It makes no sense, and it just gets in the way of pretty much everything I want to do.
Why would one be afraid to attack because of this? Infiltration doesn't give away map and troops outside of bases.
Re: randomness. Actually, I've long wanted to ask this. What does it mean that WtP "increases randomization"?
Are the displayed battle odds still accurate?
I am seeing quite a bit of miracle wins, though I would hesitate to say if they occur more often than their odds would indicate.I'll have to build a map for mass combat testing, put like a hundred units that have 80-20 odds, and compare the theory with the actual results.
The odds are dumb if they're saying a Chaos Gun should die against a Scout 25% of the time. It shouldn't. Ever. Chaos Gun = pretty big threshold of you die, you melt into the ground. Big organic puddle.Lots of games over the years have done dumb things with randomness, and large portions of the player communities have absolutely hated the devs doing that stuff. Really high dynamic range of randomness is not appreciated by all kinds of people.
The odds are dumb if they're saying a Chaos Gun should die against a Scout 25% of the time. It shouldn't. Ever. Chaos Gun = pretty big threshold of you die, you melt into the ground. Big organic puddle.
And bvanevery brings up a good point. I think we also need the option to "refill" the infiltration timer back to full by performing Infiltrate Datalinks again.
Quote from: bvanevery on October 30, 2020, 09:01:36 AMThe odds are dumb if they're saying a Chaos Gun should die against a Scout 25% of the time. It shouldn't. Ever. Chaos Gun = pretty big threshold of you die, you melt into the ground. Big organic puddle.Lots of games over the years have done dumb things with randomness, and large portions of the player communities have absolutely hated the devs doing that stuff. Really high dynamic range of randomness is not appreciated by all kinds of people.Here is the perfect example of such frustration.
What is the need for exaggeration and such pronounced hatred like this abomination should be abolished from the face of the Earth?
This is WTP on current settings (2.0). Where do you see 25% losing chance for chaos gun against scout?
Quote from: bvanevery on October 30, 2020, 08:38:53 AMI really hate Democratic giving a PLANET penalty. It makes no sense, and it just gets in the way of pretty much everything I want to do. What would be your suggestion then?
I think that's enough preamble.