hear, hear!Great news!
I see you have acknowledged the issue with factions being stuck in a war day for multiple days, when can we expect it to be fixed?
given how many other changes are going in, we might have hope it gets fixed inadvertently
hear, hear!Great news!
I see you have acknowledged the issue with factions being stuck in a war day for multiple days, when can we expect it to be fixed?
That interpretation doesn't match the graphic or the words they put into these notes. Not sure why they described it like this, but they did say specifically that ports will pass links between each other, so in your example the T-3 port will pass its strong links to the T-1 port. Look at the orange line depicting strong links going from one port to the other in the graphic.From what I've read, I believe the T3 planetary port will get the strong influence from the planet, and the T1 will get the weak influences from other facilities in the system, if any. According to the patch notes, only one surface port will get the strong economy influence from the planet it's on, and that is the biggest port, or the port first built if there's more than one port and they are of identical size.
It's slightly more complicated than that (not in a good way, necessarily) because commodities often aren't symmetric - i.e. a 0.5 strength consumer of a commodity won't demand exactly the same amount as a 0.5 strength producer of it would produce.A port with all economy types present would produce almost nothing, as all the products would be consumed by something else before players ever saw them.
It's strong in theory, yes. But no-one is actually using that strength in practice to go on a rampage through their opponents' systems on a regular basis.My biggest worry is buffing undermining when Odyssey data sniping is already so strong.
Already implemented, under Options -> Clear SaveRESET OPTION, please !!!
oh this'll be helpful. I used an anarchy faction to settle one of my systems and very occasionally a pirate would spawn in at the construction site and demand cargo, and since they share a faction the site would turn hostile when they did.
- Law and order around system colonisation ships and construction sites is now enforced by Brewer Corporation.
I think it was Tortuga spanking Patty for 16 systems has been one of the largest attacks so far.It's strong in theory, yes. But no-one is actually using that strength in practice to go on a rampage through their opponents' systems on a regular basis.
We're up almost 2000 total systems, 600 strongholds, and 1100 fortified systems since the start of PP2. The overall reinforcement:undermining ratio exceeds 10:1. Several powers have managed to cross-link their systems so that they no longer really have any "disconnected fortified" which would be a dangerous target for that sort of snipe unless multiple systems were all hit at once.
(Obviously a slight tweak to undermining/reinforcement rates isn't going to be enough to shift that on its own, and Frontier know that. But they can afford to adjust things gradually here.)
I am a little concerned that this change to powerplay will tend to bias against smaller powers. Many of them have already been somewhat bullied, even with the current rules which are more advantageous towards reinforcement.
Already implemented, under Options -> Clear Save
I agree. It's all the more dramatic for rescuers like MedicorpYeah, I'm not sure I get this change...
I know merits for escape pods was on pause like rare goods, but it seems kinda weird to have merits for handing in wreckage components and also have a dedicated option to hand in escape pods to power contacts yet also have no merits involved. Is there some reason I'm not seeing why getting escape pods shouldnt get you merits?
Its strength is definitely being used, yes. It's just not noticeable on a galaxy-wide scale because if it reached that point, the charts would be like the Thargoid War - how long until the feature ends (or some kind of extra protection kicks in). But like Rubbernuke pointed out, area strikes do happen and powerplay borders are already definitely shifting. The nature of snipes just happens to limit it to organized powerplay - completely hidden UI progress that just gets executed at the end of the cycle without any chance to react. With the 1000 data storage it doesn't take many to erase even a full progress bar.It's strong in theory, yes. But no-one is actually using that strength in practice to go on a rampage through their opponents' systems on a regular basis.
We're up almost 2000 total systems, 600 strongholds, and 1100 fortified systems since the start of PP2. The overall reinforcement:undermining ratio exceeds 10:1. Several powers have managed to cross-link their systems so that they no longer really have any "disconnected fortified" which would be a dangerous target for that sort of snipe unless multiple systems were all hit at once.
(Obviously a slight tweak to undermining/reinforcement rates isn't going to be enough to shift that on its own, and Frontier know that. But they can afford to adjust things gradually here.)
My guess is that other than sniping away 'on the line' exploited systems its been all but impossible to really undermine anything and so the weight has been towards unyielding expansion.What's the reasoning over the power play changes?
I don't see anything that a star would boost other than tourism having nuetron star or black hole in the system. So I don't think you can get any 'boosts' from nearby bodys, only from the body you orbit and stars don't offer any boosts.Not sure if i understand it correctly but is the "body 2 " only the planet next to the "body 1",
soo does that mean stations build in the orbit of sun will not get the economic bonus
Darn, yes indeedNo mention of 1-ton trading formula fix.
This is one of many posts highlighting a legitimate concern, but I am hoping it'll turn out OK, chiefly for one reason: FD must be acutely aware of the recent complaints around mixed economies wrecking commodity availability. This being the case, a newly-introduced change to the economy stuff for colonies surely can't possibly fall foul of the same thing...?Industrial eats literally all of the refinery exports which are useful to colonization. So do military and high tech to a lesser degree, unless you specifically disabled this for new colonization builds.
Wow, now and then I'm amazed by how much I don't know about this stuff.So you get various categories of commodity (noting that the precise modifiers are per-station and have a fair range on them, so there's some luck involved too):
- something like Progenitor Cells, the production modifier is huge compared with the consumption modifier, so a station which is even 10% HT still probably produces them
- something like Lithium or Tantalum the two are usually about equal, so if you can get above 50% Refinery you probably can get some output, and might not even need that much if the other 50% isn't all Ind/HT/Military.
- Beer, on the other hand, has a huge consumption modifier compared with the production modifier. A station which is 90% Agri might still not produce enough Beer to export it.
Yes, so I'm guessing that the dedicated option won't exist for much longer.seems kinda weird to have merits for handing in wreckage components and also have a dedicated option to hand in escape pods to power contacts yet also have no merits involved
You're more optimistic about that than I am (would be).This being the case, a newly-introduced change to the economy stuff for colonies surely can't possibly fall foul of the same thing...?