Thanks for the feedback! I'll do my best to answer the questions.
Bugs:
1.In two games have not seen the church ban any tech.
Note that the frequency of church banning techs is based on galaxy average difficulty. So if all players are set to beginner, they will not ban many techs if at all. But if all players are on ridiculous, then they will ban a lot more frequently. Also FYI, the church inquisition is broken in 1.5 (they do not actually come after you for researching banned techs), but will be fixed in 1.51.
2. Pitbull Tanks can't be researched or built.
How it should work is that once you research Ceramsteel, this should allow you to research Pitbull Battle Tank. Then you can build Assault Tanks (aka Pitbull) in factories. Can you check if one of these conditions aren't present? Otherwise could you post your save file and I could take a look? It's possible there is something else going on.
3. Orbital bombardment doesn't kill infantry units, had two elite Cruisers bombard a group of fanatics & merchants over 4 turns, each one firing 3 times a turn, that's (6 * 4) 24 shots total with zero hits.
This is actually by design, Ranged Space can't hit foot units. For many years in 1.4, foot units couldn't be hit by Ranged Space either. However, mods can change this by changing target.dat.
4. No tools tips or text on the different Sect selection when you mouse over. Saw youtube videos that showed this info.
EFS doesn't actually have a feature for this. Maybe it's possible there is a mod for it. Do you have a link to the youtube video, we'd like to see it if you can find it again. :)
5. When moving units more than one hex, there is a noticeable delay before moving and unit will pause while moving.
As far as I know this is how it's always been. It is a very old game. The oldest youtube video I could find is 13 years old and it seems to be that way. However, obviously since it's such an old game, many people have suggested graphical improvements in one way or another.
Balance:
1. Played my first game on average, on turn 20, was attacked by two rebel armies with plague bombs on my home world, they killed all my nobles but, one (in orbit) and destroyed all my starting cities & units. That just shouldn't happen on turn 20 on a home world.
1.51 will fix issues with there being too many plague bombs on lower difficulties. In the meantime if it's causing you difficulty (because plague got a huge buff in 1.5), you can play with plague off. Or you can build lots of hospitals and do a beeline in the tech tree for cure for necrosis.
2. Second Game on beginner, tried to take over another world with basic (inf, arty, atg's) units each time were wiped out by invisible AI armies with high level units, they would even chase down any of my stray units. Tried again once I game had better units, only to still be ambushed by invisible higher level tech units. The AI armies come after you as soon as you land.
Ok this might be a bit more complicated of an issue because there are a couple issues at play. First, the difference between the Historical Galaxy, and Random Galaxies, and the Galactic Difficulty Level. The historical galaxy has an unchanging set of starting units in each structure on each planet. This doesn't change with difficulty level. This means the Historical galaxy is actually the easiest galaxy possible, no matter what difficulty level you choose, because the Historical galaxy mostly uses low level units on nearly all of the planets (there are exceptions though). Random galaxies are way different and generate random structures and units in those structures. The number of units is based on the Galactic Difficulty Level. If all players are on beginner, then structures on random planets will have 4-5 units. On average, 8-10. On Ridiculous, 18-20. The same goes for ruins. Also, because of the large amount of randomness, you can have very high level units appear in a "beginner" random galaxy (but at least there aren't many of them compared to ridiculous!). Therefore, my observation is that a beginner random galaxy is harder than the historical galaxy on any difficulty level.
Now about "Galactic Difficulty Level" for random galaxies. It's actually the average difficulty of all players. So if you set your own difficulty to beginner, and the 4 AI houses to Difficult, then you'll probably see 12-14 units populated in each rebel structure. You might not expect this, but that's how it works in 1.5. If you set your own difficulty to "Ridiculous" and the 4 AI houses to "beginner", then you'll probably see 6-7 units in each structure. So because of the...unique...design of how the galactic difficulty works in 1.5 EFS, players might not see random galaxies play out how they expect.
Thirdly, spotting and camo has had some changes in 1.5 and further changes in 1.51. Basically what I will say is that I strongly advise keeping a high spot unit (such as tracker legion which is easy to get early) with your invasion armies at all times. Your tracker won't be able to see all camo'd units (like it might not see Spies or Dopplegangers), but at least you should be able to see rebel units with moderate camo.
3. As soon as the AI can build spies, it will build multiple stacks of then and wipe out your army & noble on Byzantium. This is a real problem when multiple AI factions declare war on you after an election.
Yeah this is more of a problem in 1.5 than in 1.4. In 1.4 players could leave their noble in the fort on B2 all by himself and didn't need to worry about spies attacking it because the AI was so dumb that it would try to attack with a mix of spies and artillery or whatever, which it obviously couldn't do. In 1.5, the AI is smart enough to attack with a stack of spies. So you do need to do what you can to defend your noble on B2. This will take some getting used to.
4. Monastery's use to be safe to explore, now more times than not, AI armies camp there. Would really like to see this changed back.
That's a good suggestion. Yes I don't remember the rebels doing that in the old days.
UI:
1. The unit screen, will have a build and exit button, sometimes it will only have a build button?
There are two different build screens. One is the manual way, where during your turn you can click build and open up the build screen, where you can select your unit to build, or choose to not change what unit is being built by selecting EXIT. The second is the automatic way which happens at the beginning of each turn. During this one, the purpose is to show you the structures which have completed building a unit, and it's asking if you'd like to build a new unit or build nothing. You can't exit this dialog box because the game will take you automatically to each finished unit at the beginning of the turn so you know what has finished or not. Remember the EXIT button is only necessary when you don't want to change a unit building in progress.
Post edited January 24, 2023 by festivefloralpond