New DLC Feedback Thread
Cynd3r
01 Dec 2016
Hi everyone,
Please post all of your feedback regarding the new DLC here! Topics include:
General Feedback
Recruitable Leaders and Governors
Minor Civilizations
Espionage Changes
Improved AI
Tactical Battles improvements
NPC race: Antarans
DLC races: Elerians, Gnolams, Trilarians
Bugs
In your posts, please cite which of the above subjects you are referring to, if possible.
BounceHouseHedgehog
02 Dec 2016
Bugs
In most new games started, the game will not display the tech tree
Roo_Stercogburn
03 Dec 2016
NPC Race:
When the Antarans pop up to warn you they are coming for you, the screen is a bit messed up. It dosplays the faction widget and no Antarans. It looks like some placeholder background that isn't complete.
Independent Planets:
Can't invest in Independent Planet, no idea why. The button is greyed out, even though I have enough cash. Not sure if this is a bug or a game mechanic I've not figured out yet. I have settled every planet in the same system as the indy.
Edited by Roo_Stercogburn, 03 December 2016 - 11:48 AM.
Roo_Stercogburn
03 Dec 2016
NPC Race:
Nasty freeze with Antarans. Basically once again I get the screen that looks like a big brown table with knobbly bits that heralds their attack, there is some of the HUD at top right. No 'Goodbye' button so I can't get out of that screen and have to kill the game and restart it.
Antarans seem a bit strong but not sure if its because I've not got a viable strategy for dealing with them yet. I like the mechanic whereby they kill the population of a planet but don't destroy structures, making it better for recovery.
General:
Voice acting continues to be hilarious and very good.
Edited by Roo_Stercogburn, 03 December 2016 - 04:14 PM.
Roo_Stercogburn
05 Dec 2016
NPC Race:
On second game now. Antarans are utter meh. The only thing I like is that they only kill colonists and don't damage buildings, I still think that is an excellent design choice. However, the fleets themselves are so crazily overpowered it is impossible to stop them. All you can do is make civilian transports as fast as possible to save some of the population and move them out of the way.
This needs to be re-balanced. It should be tough at each stage of empire development but not a guaranteed colony-kill.
As soon as you investigate a ruin you're on the Antarans kill-list. I have mixed feelings about this. Also not sure I'm crazy on the 'ruins' mechanic itself given you're unlikely to get enough within empire range without going to war against most of the galaxy. I think in principle its a nice idea but could use a little tweaking. Perhaps investigating a ruin unlocks an offshoot in the technology tree but investigating more reduced up the research time taken.
I like the Antarans as part of the game but it is appears to be in an unfinished state at time of release. That said I don't think it will take much to get it into a nice state.
terios
12 Dec 2016
Independent planets: upgrade becomes greyed out after lvl2 upgrade and doesn't remove the upgrade cost from your treasury after lvl1.
NPC race: Antaran fleets are generally extremely overpowered by quantity, but there is a very easy workaround: Whenever antarans are coming to attack, just build civilian transports so you can save almost the whole population of the planet they attack (except for 1 pop that have to stay). After the attack just unload the population since antarans are using biological bombs and all the buildings are left intact. This way you only lose 1 pop at every attack. Using this tactic the antaran attacks didn't even made a slight impact on the game. The real pain in the [edited]was to wait them drop all the 1000+ bombs on a already 0 pop planet, that took them quite some minutes. At late game (~turn 550), I decided what the hell, let's just try to stop them for lolz. I got a 580 command point fleet with doom star, titans and destroyers, the antarans brought 1300!!! ships. This is when the hilarious part started: if I chose to take command of the battle, the game just crashed after eating up 32GB of RAM, so I went for simulation. At simulation mode I killed around 300 of 1300 antaran ships before my last ship exploded, then the miracle happened: my hero Star Fortress shouted BANZAAAI and managed to wipe out the remaining 1000 antaran ships alone and emerged victoriously. How on earth was a single Star Fortress able to kill 1000 antaran ships, while my fleet worth of 580 command points only managed to kill 300 and died horribly in the process? ![]()
My suggestions: Generally it's not a bad idea to scale antaran attacks, but it's current implementation is catastrophic. Antarans should try to match the amount of ships with the civilization have they are attacking. Also they should match ship size and category ie.: bring titans if you have titans, etc. Also it was funny to see them bringing 1300+ ship fleet against a random colony, while defending their home with only 30-50 ships. Invading Antares was the easiest battle of the game for me, I accidentally jumped my tertiary fleet of 20 destroyers and 4 titans into Antares and still won the game with only few casualties, so that should be scaled too.
SirMaoh
20 Dec 2016
Hey everyone,
so far I only played 1 full singleplayergame and 1 full multiplayergame with this new content and I really like it
I only encountered one bug so far (postet it in the bug report thread: http://forum.mastero...31-bug-reports/).
The only real complain I have so far:
- I really like the Trilarians a lot, but why do they only have 6 points worth of traits? All other (non-custom) races got at least 11 points. Please give them something more to hit the 11+ mark too.
- same like above: the Psilons only got 7 points worth of traits, plus negative espionage
- please add traits for espionage and ground combat for custom races
Edited by SirMaoh, 20 December 2016 - 08:45 PM.
Roo_Stercogburn
22 Dec 2016
Found an amusing one, already reported in game but here it is:
On the Elerian ambassador screen, the graphics, voice and character of Elerian ambassador were replaced with the Darlok ambassador and setting. However the text that appeared on screen and the options were proper Elerian negotiation options and behaved properly. Same thing happened with the Gnolam ambassador getting replaced by the Bulrathi.
I noticed that it was basically a couple of the new DLC races being replaced by original content, so it looks like the game failed to place a setting correctly when entering diplomacy negotiation.
Interestingly, when I exited the game and reloaded the save-game, the ambassadors all appeared correctly. So its not a permanent bug but intermittent i.e. the worst kind of bug to track down.


