Posted December 26, 2019
First impression: A really well polished game with lots of neat little details. But some things that need attention.
A definite fan of the UI. Everything is clear and easy to find.
Soundtrack is really nice, but could use a little more variety.
Very impressed with all the dialogue and advisor fluff. There's a lot of effort gone into this and it shows.
Building transports and assigning them to the trade pool constantly is a bit of a chore.
It would be nice if there could be a setting specified colony-by-colony that would automatically pause whatever its doing to build and assign transports to the pool whenever new routes open up.
And returning to its previous task once all routes are covered.
I've been a bit frustrated that I haven't had the opportunity to really use a lot of the unlockable items because by the time I'm in a position to use them they're already obsolete, and I've moved on to something better.
(This is not a problem specific to SiS. Many such games have a similar issue.)
Is there any way of slowing down technology progress, like a global setting or other user definable constant?
If there isn't, could there be?
When viewing the individual race info, it would be nice if it were to display a list of all the habitation types in order of preference for that race.
Terraforming is a little odd sometimes. There does not appear to be any rhyme or reason (or I'm missing it completely) as to which planets are able to be terraformed at all.
This could do with giving the player some (more obvious) feedback as to the limits etc.
Also, when presented with the various options for terraforming, the tooltip only displays the preference of whatever race the player empire is. This allows the player to make some very damaging non-reversible choices by terraforming a planet to a type unsuited for its current population.
Suggest re-working this to display either:
- the preferences of the dominant race on the planet
or
- an ordered list of races who would prefer that specific change
Some terraforming tech is described backwards from what it should be doing.
Orbital mirrors are described as something that improves conditions on a hot planet. But mirrors would only make conditions worse by adding more solar radiation to the planet.
Mirrors would be used to warm up cold planets.
Hot planets would be cooled by orbital shades which block the path to the local star and reduce the incoming radiation recieved.
The fleet combat UI works well for small scale battles. But falls apart when there are multiple dozen ships on the player side.
When the player fleet is large it is incredibly easy to miss out ships as there is no indication of which ships still have actions left and which don't. Nor is there any (obvious) means of cycling through all available ships.
Initial starting formation for fleets are not ideal.
Usually you'd want heavy armoured units front & centre, support units behind, and fast units on the flanks.
But SiS arranges them with small units front & centre, heavies scattered throughout, and supports on the flanks, which curve toward the enemy like a pair of claws often putting them far in front of the centre ships.
Every large battle first involves pulling back these support units and advancing the heavies, which is incredibly tedious.
This especially badly impacts the Orthin who can field dedicated light artillery, which being small are placed on the front line. Where they die in droves on the first enemy turn. These "gunships" should be as far back as possible.
This really needs some attention and/or the ability for the player to define custom start formations.
Viscids. Why? Why are these things in the game at all?
They have no purpose whatsoever, except seemingly to frustrate the player.
The only way I can think of to get rid of them is to build transports, load them up, and scrap them. Which is sadly impossible to them having the "sessile" trait which means they cannot be loaded into transports. Ugh.
Please consider doing one of three things with them:
- re-working them into being useful in some way so that the player will want to keep, or at least tolerate them
- giving the player some push button option that "removes" them from the colony for some kind of cost
- removing them from the game entirely
Are Humans supposed to be terrible neighbours?
I always end up at war with them because I won't just give them colonies. They don't seem to "get" that this is not a happening thing without some serious incentive. But they offer nothing and will constantly barrage you with these "requests" until they are angry enough to go to war.
Overall impression: Uncut gem. Impressive, but needs some work to truly shine.
[e]
Just digging through the files, and found a ton of solar radiation and mechanics stuff buried in the system gen.
<3
[e2]
An example of an odd terraforming choice with no good outcome:
i.imgur.com/7ikJNhy.png
A small ocean world with a roughly 50:50 split between Human and Phidi.
Both terraforming options are a marginal improvement for Humans, but hugely detrimental to Phidi. So a net loss overall as I'd have 2 less population either way.
I'm playing as Humans, so the tooltips only mention Human preferences. Which in this case is not really helpful.
I tried both terraforming options and it offered no further improvments, even with maximum tech. So this is essentially a trap choice.
Also just noticed that colonised planets have different nightside illuminations for terrestrial/aquatic species, which is a super-nice detail.
Had fleet deployment with civilian ships, which were on the flanks further forward than my front line!
This is most uncool.
And the Phidi are colossal hypocrites. :P
Give me a diplomacy penalty for being at war, but also ask me to declare war on someone else AND break treaties in order to do so.
Away with you perfidious fish!
A definite fan of the UI. Everything is clear and easy to find.
Soundtrack is really nice, but could use a little more variety.
Very impressed with all the dialogue and advisor fluff. There's a lot of effort gone into this and it shows.
Building transports and assigning them to the trade pool constantly is a bit of a chore.
It would be nice if there could be a setting specified colony-by-colony that would automatically pause whatever its doing to build and assign transports to the pool whenever new routes open up.
And returning to its previous task once all routes are covered.
I've been a bit frustrated that I haven't had the opportunity to really use a lot of the unlockable items because by the time I'm in a position to use them they're already obsolete, and I've moved on to something better.
(This is not a problem specific to SiS. Many such games have a similar issue.)
Is there any way of slowing down technology progress, like a global setting or other user definable constant?
If there isn't, could there be?
When viewing the individual race info, it would be nice if it were to display a list of all the habitation types in order of preference for that race.
Terraforming is a little odd sometimes. There does not appear to be any rhyme or reason (or I'm missing it completely) as to which planets are able to be terraformed at all.
This could do with giving the player some (more obvious) feedback as to the limits etc.
Also, when presented with the various options for terraforming, the tooltip only displays the preference of whatever race the player empire is. This allows the player to make some very damaging non-reversible choices by terraforming a planet to a type unsuited for its current population.
Suggest re-working this to display either:
- the preferences of the dominant race on the planet
or
- an ordered list of races who would prefer that specific change
Some terraforming tech is described backwards from what it should be doing.
Orbital mirrors are described as something that improves conditions on a hot planet. But mirrors would only make conditions worse by adding more solar radiation to the planet.
Mirrors would be used to warm up cold planets.
Hot planets would be cooled by orbital shades which block the path to the local star and reduce the incoming radiation recieved.
The fleet combat UI works well for small scale battles. But falls apart when there are multiple dozen ships on the player side.
When the player fleet is large it is incredibly easy to miss out ships as there is no indication of which ships still have actions left and which don't. Nor is there any (obvious) means of cycling through all available ships.
Initial starting formation for fleets are not ideal.
Usually you'd want heavy armoured units front & centre, support units behind, and fast units on the flanks.
But SiS arranges them with small units front & centre, heavies scattered throughout, and supports on the flanks, which curve toward the enemy like a pair of claws often putting them far in front of the centre ships.
Every large battle first involves pulling back these support units and advancing the heavies, which is incredibly tedious.
This especially badly impacts the Orthin who can field dedicated light artillery, which being small are placed on the front line. Where they die in droves on the first enemy turn. These "gunships" should be as far back as possible.
This really needs some attention and/or the ability for the player to define custom start formations.
Viscids. Why? Why are these things in the game at all?
They have no purpose whatsoever, except seemingly to frustrate the player.
The only way I can think of to get rid of them is to build transports, load them up, and scrap them. Which is sadly impossible to them having the "sessile" trait which means they cannot be loaded into transports. Ugh.
Please consider doing one of three things with them:
- re-working them into being useful in some way so that the player will want to keep, or at least tolerate them
- giving the player some push button option that "removes" them from the colony for some kind of cost
- removing them from the game entirely
Are Humans supposed to be terrible neighbours?
I always end up at war with them because I won't just give them colonies. They don't seem to "get" that this is not a happening thing without some serious incentive. But they offer nothing and will constantly barrage you with these "requests" until they are angry enough to go to war.
Overall impression: Uncut gem. Impressive, but needs some work to truly shine.
[e]
Just digging through the files, and found a ton of solar radiation and mechanics stuff buried in the system gen.
<3
[e2]
An example of an odd terraforming choice with no good outcome:
i.imgur.com/7ikJNhy.png
A small ocean world with a roughly 50:50 split between Human and Phidi.
Both terraforming options are a marginal improvement for Humans, but hugely detrimental to Phidi. So a net loss overall as I'd have 2 less population either way.
I'm playing as Humans, so the tooltips only mention Human preferences. Which in this case is not really helpful.
I tried both terraforming options and it offered no further improvments, even with maximum tech. So this is essentially a trap choice.
Also just noticed that colonised planets have different nightside illuminations for terrestrial/aquatic species, which is a super-nice detail.
Had fleet deployment with civilian ships, which were on the flanks further forward than my front line!
This is most uncool.
And the Phidi are colossal hypocrites. :P
Give me a diplomacy penalty for being at war, but also ask me to declare war on someone else AND break treaties in order to do so.
Away with you perfidious fish!
Post edited December 27, 2019 by MareSerenitis