Author Topic: Valar Morghulis  (Read 9038 times)

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Offline Yitzi

Re: Valar Morghulis
« Reply #30 on: May 11, 2014, 08:46:11 PM »
Major pain in the butt: the enemy reminding you that you have committed an atrocity against them every single time you come into contact with any of their units or bases. Proposal: disable these notifications altogether or have them appear only one time or provide an option to disable them. (Gee, I sound like a Progenitor now.)

But holy crap, this is hilarious.

It's a possibility but not a high priority.

Offline poolside

Re: Valar Morghulis
« Reply #31 on: May 16, 2014, 03:46:10 PM »
Weird upgrade prompts. Two prompt to downgrade, the third is dealing with two equivalent unit types having different functions.


Offline Geo

Re: Valar Morghulis
« Reply #32 on: May 16, 2014, 04:32:16 PM »
The last one seems normal enough to me.

For the first two, did you tinker with the abilities costs?
Although the 'deep' ability isn't really a downgrade, it is weird the weapon value is decreased.

Offline poolside

Re: Valar Morghulis
« Reply #33 on: May 16, 2014, 04:43:52 PM »
The last one seems normal enough to me.

For the first two, did you tinker with the abilities costs?
Although the 'deep' ability isn't really a downgrade, it is weird the weapon value is decreased.

I didn't tinker with the abilities costs.

As for the last one: sometimes Amphibious comes in handy, sometimes AAA does. The game shouldn't decide on which is "better".

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Re: Valar Morghulis
« Reply #34 on: May 16, 2014, 04:50:37 PM »
Can't you cut way down on those pop-ups with the workshop settings?  I never use auto-designs unless you count the reactor upgrades, so I turned auto-designing off.

Offline poolside

Re: Valar Morghulis
« Reply #35 on: May 16, 2014, 04:54:35 PM »
Can't you cut way down on those pop-ups with the workshop settings?  I never use auto-designs unless you count the reactor upgrades, so I turned auto-designing off.

Err ... this has nothing to do with auto-designs. Auto-designs occur when new tech is discovered enabling you to build new units in the workshop. (As a sidenote, yes, they're turned off in my options, have been for ages.)

These are upgrade prompts. (Which in my experience occur sporadically. They *should* occur whenever there's enough credits to upgrade batches of units to a newer already designed version, but that doesn't seem to be the case.)

They are two distinct concepts.

Offline Yitzi

Re: Valar Morghulis
« Reply #36 on: May 16, 2014, 05:00:31 PM »
Weird upgrade prompts. Two prompt to downgrade, the third is dealing with two equivalent unit types having different functions.

Strange indeed.  I can't really do anything about it without a savegame to work from, though.

Offline poolside

Re: Valar Morghulis
« Reply #37 on: May 16, 2014, 05:06:50 PM »
Weird upgrade prompts. Two prompt to downgrade, the third is dealing with two equivalent unit types having different functions.

Strange indeed.  I can't really do anything about it without a savegame to work from, though.

Thought you'd never ask!  :) Just end the turn. Nothing significant has changed in my config files since I posted them.

Offline Yitzi

Re: Valar Morghulis
« Reply #38 on: May 16, 2014, 09:02:32 PM »
Well, a bit of quick testing indicates that the bug does exist in Kyrub's, so I didn't add it, so it's going to take second place to fixing psi artillery (which I also didn't add, but is a much bigger issue, particularly due to the current GotM, though there's a good chance it won't be fixed this month.)  But it should be possible to deal with it eventually without too much difficulty.  One question, though: Obviously it should not offer or allow downgrades, but should it offer/allow upgrades that change one ability to another?  Should that depend on the relative costs of the abilities?

Offline poolside

Re: Valar Morghulis
« Reply #39 on: May 16, 2014, 10:12:32 PM »
One question, though: Obviously it should not offer or allow downgrades, but should it offer/allow upgrades that change one ability to another?  Should that depend on the relative costs of the abilities?

My opinion on that issue is this: as I mentioned to Geo:

Quote
As for the last one: sometimes Amphibious comes in handy, sometimes AAA does. The game shouldn't decide on which is "better".

So my answer is a resounding no. There is one exception to that rule that I can think of: the offer to upgrade formers with Fungicidal ability to Super (but I'm 98% sure the game already does that). No other abilities really are upgrades of the others.

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Re: Valar Morghulis
« Reply #40 on: May 16, 2014, 10:27:22 PM »
I'm afraid Super isn't an upgrade over Fungicidal - one doubles the speed of everything but removing/planting fungus, and the other doubles the turns required for only removing/planting fungus.  IIRC.

Offline Yitzi

Re: Valar Morghulis
« Reply #41 on: May 18, 2014, 03:36:37 AM »
I'm afraid Super isn't an upgrade over Fungicidal - one doubles the speed of everything but removing/planting fungus, and the other doubles the turns required for only removing/planting fungus.  IIRC.

Fungicidal applies to removal only, not planting; you're thinking of the Xenoempathy Dome.  And I think Super Former applies to everything; you may be thinking of the fact that the Weather Paradigm does not apply to fungus removal.

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Re: Valar Morghulis
« Reply #42 on: May 18, 2014, 04:03:29 AM »
Maybe I need to play more often - but I'm pretty sure Super doesn't affect fungus operations.  ete?  What does the datalinks say?

Offline Yitzi

Re: Valar Morghulis
« Reply #43 on: May 18, 2014, 04:45:15 AM »
Datalinks say it applies to everything.

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Re: Valar Morghulis
« Reply #44 on: May 18, 2014, 05:07:03 AM »
Feeling dumb.

 

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