Well, apart from some bugs it was mostly fun except it was unbelievably grindy. Five cities is way too much if you ask me, especially since after every one you have to wait for around 2 millionish resources to get the survey for the next one, which takes a lot of time. Most of the over 15 hours I spent I spent waiting for stuff to build up.
And the AI wasn't keeping things sufficiently "interesting" while you were waiting, by the various stuff it was throwing at you? Sounds odd, with the Diff 8 stuff.
What comes to the ships and balance of the campaign I got a feeling that the spire ships are extremely powerful, even to the point when I noticed my fleet of 2k 'normal' ships (everything upgraded up to lvl 4) was completely useless, and toward the end I actually stopped building fleet ships since they were, well, useless. Not sure if this is intentional.
Also, what was weird, was that I had to actually deliberately completed the LotS storyline, I could've squashed both the AIs any time I wanted to, with only half my spire fleet. 2 armored golems + 15ish LotS craft took out any planet without any losses I ran into (didn't try mark 5 planets, but mark 4s were a walkthrough).
I think you just didn't realize that all that buildup to the five cities is basically the main phase of the game, and where most of the challenge is to be found, and where the AI has to stop you (and tries) if it wants to win. Once you have five cities and a capitol and all that gives you... you win. Unless you don't, of course. Depending on the game setup it might still not be possible to fly over to the AI home command stations and press the "fire" button and that's what the alternate victory is for. But if you can, congratulations, you win!
You have constructed the death star and blown Yavin to bits... oh, wait, that may not be the right analogy.
I personally don't foresee myself playing another LotS capmaign any time soon, just too grindy, but I'll certainly enjoy the asteroid-crafts and the extended fleet ships.
Well, I wish I'd had some of this feedback
about 2 weeks ago, now it's simply too late to make any significant changes before the official release. But we can look at it post-5.0
For what it's worth, I played a full FS game on diff 7/7 and had a blast. I never felt like it was overly grindy, I was generally having to stay on my toes the whole time, had to fight several rolling-defense battles all the way from my frontline to my homeworld, etc. It may have had something to do with my first two unlocks being Econ Station MkII and Econ Station MkIII
And later getting the mkIII harvesters... Between my personal experience and a general lack of the kind of feedback you just provided, I didn't think I had to change much other than fix bugs as they were reported.
Oh, another perhaps-a-bug, anyone else notice that 'golems - hard' minor faction doesn't actually (at least in my game) make golem attacks on you, but only spirecraft&starship attacks. In this game I had three counters going towars those rushes, spirecraft - hard, golems - hard, and lots campaign counter. And they all (I think) ended up in similiar attacks, dozen(s) of starships and spirecraft - I only saw golems in the last 30 minutes after building tranceiver. There might be a bug here since I thought the 'golems - hard' should be giving my golem attacks throughout the game instead of attacks like the other two exo-counters?
No, the FS, Golems - hard, and Spirecraft - hard exogalactic strikeforces all use the same logic. The spirecraft ships simply have a lower "point cost" than golems. Golems generally don't show up until you get into the really crazy point totals (the transceiver phase will do it). I'll check the tooltips on those -hard minor factions to make sure they don't specifically say what they send anymore.
I was a little confused by the spire builder unit (forget the name... looks like a many armed starfish) that I guess pumps out ships that are modular like Riot Starships? That wasn't really explained anywhere on the unit text, so all I see is that I can build two things that look exactly the same, except one says that it has lasers on it.
I'm guessing you mean the City Hub? There isn't room in its unit text to explain what each of the 3 main structures you can build do. The text on the individual structures should give a decent idea though. A lot of the info is in the journal articles around that time (that I'm assuming pretty much no one reads, as I've gotten almost zero specific feedback about them). There's also a walkthrough article in the wiki now:
http://arcengames.com/mediawiki/index.php?title=AI_War_-_Fallen_Spire_WalkthroughIf you do eventually get to the point where you have to decide not to crush the AI homeworld, that sounds like the balance is off.
Not necessarily, it just means that you've (probably) won
The last phase of the campaign is totally optional (all of it pretty much is, actually) and the journals say _repeatedly_ that you don't have to take the next step and that you may be able to resolve things the "simple" way.
Also some bug with the spire not shooting last cmd station for the AI, but just hanging around doing nothing, that was also sorted I belive
Actually that happened to me just yesteray, just forgot about it, perhaps should ssearch mantis for it. Was on 4.072. Took over five extra minutes to send my fleet across to finish the last station:/
Good grief I need to know these things!
In my testing it was fine, but perhaps changes since then broke the targeting, etc. Does anyone have a save illustrating this?
Anyway, I had just assumed that folks were happy with the Fallen Spire stuff due to lack of feedback (that I was aware of) to the contrary. There was a big flurry earlier on that mostly boiled down to it being brutally hard and we nerfed that until it wasn't anymore. It's possible that went too far, particularly if diff 8 felt grindy rather than smashy