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Notes about our first patch

Please remember that our game is still in development, some changes may be subject to further review. We are eager to get your feedback! Some of the things that we are testing are:

- Improvements in the AI.
- A more varied galaxy in terms of planet classes and mineral richness (please remember to randomize the seed to try different generated galaxies).
- Balance adjustments for a more hardcore experience.
- Scale and speed adjustments in tactical battles to make room for a bigger playfield.

See the full list of changes:

General
- Added flag checkbox to un-colonized planets.
- Fixed soft-lock in victory/defeat popup.
- Fixed soft-lock in Planet Review.
- Fixed issue on fleets visibility after Share Charts.
- Fixed Fleet Icon visibility when different fleet hull sizes are docked in the same navigation node.
- Fixed Fleet Icon in the Galaxy map when fleets depart to an anomalies.
- [Ship Design] Fixed exploit that allowed to create fully loaded ships paying as empty ships.
- Fixed issue with Galaxy Generator (Orbital distribution).
- Turn limit indicator removed in path to victory when Excellence Victory disabled.
- Now the Game acknowledges that it can't store save games and popups a warning.
- Fixed freeze when demanding a Colony at the same time as asking for a vote in the Galactic Council.

Balance
- [Galactic Council] Changed trigger condition from all races knowing both candidates to all races knowing each other.
- [Galactic Council] Implement a minimum turn for triggering galactic council.
- [Balance] Galaxy ages are now more different from each other (MoO2 style).
- [Balance] Large and Huge planets chances slightly increased in the Galaxy Generator.
- [Balance] Changed BC progression and starting structures upkeep.
- [Balance] Costs for Ship Upgrade and Buyout increased.
- [Balance] Command Points exceeded changed from 10 to 20BC.
- [Balance] Marine barracks now give +5% Morale.
- [Balance] Capitol morale bonus reduced to 25% (from 30% ).
- [Balance] AI Opening now end at turn 1 (IA performs better with this restriction).
- [Morale] Taxes start affecting morale since 1BC per population.
- [Morale] Race base morale now starts at 100%
- [Balance] Removed the cohesive trait from races that used it (it improves IA's colonization and defenses as they play in a more pack style).
- [Balance] Biome chances modified in the Galaxy Generator.

AI

- [AI] Changes in Production: removed order in production rating, top priority production bypasses global ETA limit, added the worker income bonus to structures scoring, avoid idle production in colonies while trade goods is not available, colony ships changed priority from top to high.
- [AI] On full defense, disabled below high priority to engage targets.
- [AI] Lowered priorities for pirate bombardment and engaging.
- [AI] Added conditions to Demand Evaluation. Will now reject demands that demand more than 1 colony, or a colony in a system with more colonies.
- [AI] Added fatigue after a demand is accepted: FATIGUE_DEMAND. Now set in 25 turns.
- [AI] Added ship upgrade (ship refit)
- [AI] Bug fix for military retreat.

Tactical
- [Tactical] Fixed FX for Torpedoes.
- [Tactical] Fixed Anti-Missile Rockets.
- [Tactical] Optimization for defensive weapons.
- [Tactical] Proton Torpedo exception fixed!
- [Tactical] Added one more ring on the big battlefield grid.
- [Tactical] Tweaked scales for ships now contemplates pirates.
- [Tactical] fixed the big battlefield limits.

UI
- [UI] Tweaks for alternative multiline tooltip. Modifiers rows support multiline now.
- [UI] Fixed black squares appearing on the interface.
- [Techtree] Updated all technology images.
- [UI] Added max population on known planets and planet tooltip.
- [UI] Fixed issue with colonies list docking when the player had around 20 colonies or more.
- [UI] Fixed strike population on colonies text fields.
- [Ship Design] Disable models and decals for Pixel Ships in Ship Design.

Diplomacy

- [Diplomacy] Fix Memory Rebuked line on some rejected demands.
- [Diplomacy] Share Charts will only be asked to civilizations with whom I have enough disposition, and know at least 3 stars I don't know

Multiplayer
- [Multiplayer] Fixed issue when Player 1 upgrades ships, Player 2 can observe Player's 1 fleet info block on the left bottom corner.

Localization
- [Localization] Ships module update.
- [Localization] Updated "Thanks for participating in the Early Access" message.
- [Localization] Changed Language Detection to set English or Russian Language.
- [Localization] First recommendation added in all Welcome descriptions.
- [Tooltips] Changed Low and High gravity tooltips.

SFX

- [SFX] Warp sounds added.
- [SFX] Notification sound updated.
- [SFX] Placeholder explosion sounds updated.
- [SFX] Added new Galactic Council theme.
- [Music] Restart Music during Audience if the AI changed disposition.
Post edited March 04, 2016 by schnellerdamon
Bigger battles is a great news, i suggest to set 0,5 speed as default speed (i usually play at 0,25 for a tactical approach) and upgrade camera settings to new model scale for cinematic view (my favorite).
Waiting for a "save replay" feature
Post edited March 04, 2016 by asadex
avatar
asadex: Bigger battles is a great news, i suggest to set 0,5 speed as default speed (i usually play at 0,25 for a tactical approach) and upgrade camera settings to new model scale for cinematic view (my favorite).
Waiting for a "save replay" feature
All good feedback I can put into next week's report.
1. So far it seems like "Old" gives you young galaxies (More radiated, barren) whereas "Young" gives you old galaxies (More Arid, Desert, Swamp). Seemed like roughly the same number of tundra in my small sample. For Old/Young testing used the same seed and got the opposite of what I expected. I'm now expanding to larger galaxies (was just looking at Small/Medium). Switched to Large and seeing the same issues, Old has young planets, and young has Old.

2. Seems like less Volcanic than before, not that there were many..

3. Still many orbital issues (planets that are radiated should be next to their star, not the furthest orbital). Edit: For example, I'm looking at a planet right now that is Tundra for the interior Orbit and Radiated for the planet on the outer orbit. Another where Arid is further out than a Tundra. Seed 53017.

4. Still getting Gaia planets not guarded by monsters, and monsters guarding So-So planets.

Please consider changing your color scheme. Radiated should not be yellow and Toxic should not be green. Toxic should be yellow/purple, Swamp should be Green. Radiated should be the Orange (now Volcanic) and Volcanic should be Red,

5. Build Queue is still off by default (should be on)

6. AI Combat control is still on by default (should be off).
Post edited March 05, 2016 by tad10
My original list: https://www.gog.com/forum/master_of_orion_conquer_the_stars/feedback_bug_feature_list

Addendums:

- Music volume level isn't saved. It's obnoxiously loud no matter what your setting is. Had to turn it off completely.

- Galaxy ages/sizes still don't feel different enough. Very much the same no matter what I choose.

- When your ships are stationed at a military outpost at the mandeville point of your system and you are being attacked, your ships are behind the outpost to the point where they get almost stuck. Only if it gets blown up or they somehow manage to nudge their way forward do they engage in battle. Suggestion: Ships stationed at a military outpost should start in front of it, not behind. This is especially true for larger ships, such as Battleship and upwards.

- Instead of building a Colony Ship when you want to colonize a planet in-system, let us build a Colony Base. Has to be used on the same turn or it's lost, but it allows for immediate colonization of a single planet in-system where it was built. This would cut down on unnecessary micro-management.
Post edited March 07, 2016 by Falkus
Thank you, I'll be adding the feedback from this topic into this weeks report.
It would be a nice addition a mutiplayer mode were two or more players fight a single tactical battle as in the total war series multiplayer
I'm very glad to see a shop finally trying to make up for the travesty that was MOO3. Your decision to aim for multiple platforms is quite respectable, although I am one of the crowd who rather dislike seeing a game 'limited' by the necessities of supporting multiplayer. Now some feedback:

In the Colonies list, sorting seems broken for all the columns to the right of Credits, there is no label/sort-button for Morale, and PAGE UP and PAGE DOWN keys should scroll up and down the list.

The main map should have tool tip on the 'building' icon or addition to the colony info popup to let us know what a colony is building without having to open it or the Colonies list.

The tech tree UI should automatically open to the first column with tech available for research, would save tedious dragging in mid-to-late game.

Probably too late to ask, but the tech tree also seems very light on techs for player seeking a non-war win, e.g. more forms of bureaucracy/government, techs that unlock special treaties, and techs that enable Space Factories to build civilian infrastructure in asteroid belts or around gas giants.

Finally, I hope your shop will follow the Stardock model of releasing substantial UI and gameplay updates several times after declaring a build the released version and before starting work on any for-fee expansion packs. (If the game turns out as well as I hope, I would pay for an expansion pack aimed at single-player, crazy-long-game players.)