4 of us played a 4 hour game over the weekend on 4.067ish. Was a generally good experience, but we did get desyncs.
Game 1: made a stubborn tactical mistake early, an hour later decided to give up the game
Game 2: about 15 minutes in, it'd desync one particular player. Repeated disconnect/reconnects from him didn't fix it. We then started the game afresh with the same map seed and spawn positions, and it still didn't fix it.
Game 3: we restarted our computers and started the game with a different map seed. It worked fine thereafter.
As for general gameplay comments, keep in mind that this is our first proper game for months:
1. We like the new AI Eye mechanism where each guard post can be destroyed to kill the AI eye. However, we dislike it when a Spr-Shield guard post is spawned on the same planet as the AI Eye. The guard post has about the same hps as the eye (400mil) and so to get rid of the eye you either have to kill the 400mil hp guard post (which regens something like 30k/second) or the 400mil hp eye. Removes the strategic element of taking out each guard post, and makes it unncessarily difficult when a key early planet has these features.
2. We like the spirecraft, and need to experiment more with them. We suspect that the balance between them is a bit out of whack.
3. We like the extra-scary waves triggered by golems (hard) and spirecraft (hard).
4. We suggest that an AI command station which is shielded by guard posts should display in its tooltip which guard posts exactly are shielding it. It was pretty confusing to us for quite a while because we didn't know that counterattack guard posts also shielded them.
5. Thanks for re-implementing gifting resources!
6. The automatic builder foldouts with allied command stations is awesome.
7. The auto-build power stations 1-3 controls are a great idea. However, what'd be better is if that control also autobuilt the power stations on allied planets for you (and due to point #6, that is always possible).
8. We like the idea of AI Beachheads, but found it a bit odd that they seemed to pop up defensively only and not offensively. And on that note, it's a bit perplexing for Beachheads to pop up right as you're about to leave a planet with a raiding fleet - it felt like a mechanism where the AI had a unilateral power to do something that the humans had no chance to anticipate or prevent - ie an arbitrary 'your fleet dies now' kind of mechanism. Unless we were missing something.
9. It seemed that the auto-gather knowledge command was a bit broken. Science ships seemed to hop once or twice and then give up, and return to 'sitting around doing nothing' mode.
10. It seemed pretty odd to us that AI command stations are immune to bomber starships. Would've thought sniping command stations was one of the few things something called a 'bomber starship' was good for.
11. We don't like the new way that a trader determines its movements through the galaxy. We thought it was fine as a half-AI benefitting half-human benefitting faction. We don't mind that the AI now gets more goodies from it. However, for the humans, now it's too difficult to use. A. it's pretty hard to figure out exactly its path early enough to take a planet inbetween to make use of it. B. Even if you do, that planet that the trader passes through will be by definition on the frontline. Since half the stuff the trader sells causes wave sizes to increase, or causes a substantial AI progress hit when destroyed, it's hardly ideal to build those structures on the frontline. C. with the massive power increase on superfortresses, that's another building from the trader that is less desirable than before. D. This leaves only a few buildings viable (counterspy, black hole machine, etc). Those are generally not good enough to bother going through step A to get.
12. We like the new way scouting works in general.
13. We like the concept of defensive hybrids turning offensive every so often to support strong waves.
14. 'AI Eyes' is still hellish to pronounce.
Good job guys, it's definitely more fun than it was a few months ago, and almost ready for release as 5.0!