Author Topic: Yellowshirt Musings, Play-through Thoughts and Comments  (Read 1468 times)

Offline eOSO

  • Newbie
  • *
  • Posts: 7
Yellowshirt Musings, Play-through Thoughts and Comments
« on: June 03, 2015, 05:34:33 pm »
First off, thank you very much for allowing me to participate!!!

Skylaxians, Normal, Terrestrial

I like free building placement. Damn dense jungles. Seriously. This planet is like 90% jungle.

It lead to little "sub districts" where I'd place things. So I ended up having 6 houses around an eatery as it's own little pod. Same for shopping mall and bank/commerce centers. Definite plus.

I pressed tab... Underground oooooooooOoOOOOooo. Rush sonar!

I was a little confused with the teleporters. They allow you to build farther away but you need to place a civic center to do so? Is that right?

Some of the numbers I do not understand. Up at the top. If I am producing 3k+ crops, 3k+ water, and 3k meals, why is the number near the meals 800?

I feel like the lander gets upgraded to max really quickly.

Should I be destroying my rural farms for hydroponics to reduce crime and building count? Same with solar energy for nuclear?

My population got a virus that had a very low mortality rate. Something like 1%. My birth rate was something like 1.3%. I let my entire population get infected. Then all my buildings took a butt-ton of damage which took 140 turns to repair. I guess everyone went insane and damaged it? I also started losing population at a pretty alarming rate, lost half my city. I guess the mortality rate is only an average and not a fixed amount.

Do police work in an aura or only on what they touch?

Same with hazmat. I have like 8 hazmat facilities down but my pollution cleanup was something like 500. I was under the impression that hazmat gave ~100 cleanup per tile it affected? Might be me reading it wrong.

Armor drakes near me. Rush guildhall!!

I put a guildhall down, told it to train the cute little animals. Whoops. It gives adjacency bonuses to helipads... I put it next to the industry... Demolish.

6 heli pads surrounding a guildhall with armor drakes is ridiculous. Even more so with the social progress that increases air fighting, like pilot culture. Do the helicopters ride the drakes or...?

There was a Boarine hidden barracks that I couldn't for the life of me destroy. I even sent all my crazy helicopters at it. It seemed like it was immune to missiles and helicopters. So I sent some ground troops at it which it intercepted. Frustrating, but only because I'm not sure how it works. It didn't really pose a threat, it just wouldn't die.

Auto terraform. Set it to 99. It took all the plains around me and made them into blue Skylaxian stuff. It looked cool. I also noticed that the Boarines next to me had all snowy tiles and caves. That's when I discovered they were underground. Cool.

My OP helipad setup was enough to deal with any rogue that came my way. Hehe. I love air buildings.

Speaking of units, there were saucers everywhere. I noticed they teleported in. Do I get these? Are they actually units? Do I get units? Like Civ style? Or are they "buildings" which just teleport?

I liked building the city. Can't for the life of me keep pollution down. Crime was never an issue, it was fairly easy to take care of.

Injuries were easy to take care of. One hospital was enough, two if injuries started racking up.

Unemployment was interesting. I was constantly fighting unemployment, looking for industry to put down to generate jobs.

Crowns were never an issue as soon as I got a few industry buildings down. I was rolling in money with nothing to really spend it on past a point, with only the concurrent building count slowing down any expansion I planned.

I tried to start generating market items with the Literari (I think that's wrong but hopefully you get it) which I thought wrote fiction and stuff. I tried to sell knowledge, entertainment and military tech, all of which I had none/there were no buyers.

Interesting point, I researched Boarine linguistics to max, and talked to them successfully. But then I attacked them and destroyed half their city and when I went back into diplomacy with them they were back to gibberish.

I noticed that I seem to click through some elements of the UI on the left side. For example, I tried to select the bulldoze tool to remove a building, but under the bulldoze was another building of mine, which was summarily detonated by the damn demolition boys. Trigger happy idiots. It happened a second time before I realized what was going on.

I think the base building groundwork is solid. I liked it overall. More depth will come, I'm sure, with tutorials and understanding, maybe some clarification of what certain things do/your resource amounts and what they mean (up at the top) and combat stuff. The AI seems very passive, which is on purpose for testing I'm sure, although the Boarines did get mad and attempted a counterattack. It was too late though. My city has a lot of bacon now.

Offline kasnavada

  • Hero Member Mark II
  • *****
  • Posts: 986
Re: Yellowshirt Musings, Play-through Thoughts and Comments
« Reply #1 on: June 03, 2015, 05:50:04 pm »
...

I just read your post.

Tab key.

I played about 3 hours and did not find that.

Offline ptarth

  • Arcen Volunteer
  • Hero Member Mark III
  • *****
  • Posts: 1,166
  • I'm probably joking.
Re: Yellowshirt Musings, Play-through Thoughts and Comments
« Reply #2 on: June 03, 2015, 07:53:10 pm »
Responses

Spoiler for Hiden:
Skylaxians, Normal, Terrestrial

I like free building placement. Damn dense jungles. Seriously. This planet is like 90% jungle.
>> Fixed in next version. Less trees, less penalty to build.


It lead to little "sub districts" where I'd place things. So I ended up having 6 houses around an eatery as it's own little pod. Same for shopping mall and bank/commerce centers. Definite plus.
>> Yep. That's what I've found is optimal.

I was a little confused with the teleporters. They allow you to build farther away but you need to place a civic center to do so? Is that right?
>> The teleporters can be built farther away from districts than other things and extend your buildable nondistrict range. You build new districts in that range. So if you want to build your 2nd district in Mars, you'll need a chain of teleporters to get there first.

Some of the numbers I do not understand. Up at the top. If I am producing 3k+ crops, 3k+ water, and 3k meals, why is the number near the meals 800?
>> Usually how much excess of whatever you have.

I feel like the lander gets upgraded to max really quickly.
>>If you spam apartments, yes. If you go with other buildings it takes much longer.

Should I be destroying my rural farms for hydroponics to reduce crime and building count? Same with solar energy for nuclear?
>> Optimal play suggests yes.

My population got a virus that had a very low mortality rate. Something like 1%. My birth rate was something like 1.3%. I let my entire population get infected. Then all my buildings took a butt-ton of damage which took 140 turns to repair. I guess everyone went insane and damaged it? I also started losing population at a pretty alarming rate, lost half my city. I guess the mortality rate is only an average and not a fixed amount.
>>It's a percentage if that's what you mean. The rest of the deaths were probably not caused by disease, but crime, pollution, or litter.

Do police work in an aura or only on what they touch?
>>Middle mouse click on building. Or ctrl+left click. They operate in a 2 radius area. There is an additional bonus to adjacent buildings. The crime overlay will also help.

Same with hazmat. I have like 8 hazmat facilities down but my pollution cleanup was something like 500. I was under the impression that hazmat gave ~100 cleanup per tile it affected? Might be me reading it wrong.
>>Same. Hazmat pollution removal is value/10.

Armor drakes near me. Rush guildhall!!
>>Yes.

6 heli pads surrounding a guildhall with armor drakes is ridiculous. Even more so with the social progress that increases air fighting, like pilot culture. Do the helicopters ride the drakes or...?
>>As you suspected the helicopters removed their standard armaments and now fire dragons.

There was a Boarine hidden barracks that I couldn't for the life of me destroy. I even sent all my crazy helicopters at it. It seemed like it was immune to missiles and helicopters. So I sent some ground troops at it which it intercepted. Frustrating, but only because I'm not sure how it works. It didn't really pose a threat, it just wouldn't die.
>> Many races are bad at certain types of combat. Barracks were given ranged & air defenses to prevent them from being wiped out from a difference. It is still under development.

Speaking of units, there were saucers everywhere. I noticed they teleported in. Do I get these? Are they actually units? Do I get units? Like Civ style? Or are they "buildings" which just teleport?
>> You get no units. Just AI get them. They are effectively buildings that drop in and then can move slowly.

I liked building the city. Can't for the life of me keep pollution down. Crime was never an issue, it was fairly easy to take care of.
>> Pollution isn't that big of a deal. Use the pollution overlay.

Injuries were easy to take care of. One hospital was enough, two if injuries started racking up.
>>I've had problems when I get 500+ injuries in a single turn.

Unemployment was interesting. I was constantly fighting unemployment, looking for industry to put down to generate jobs.
>>Don't forget commerce they employ a ton of people.

Crowns were never an issue as soon as I got a few industry buildings down. I was rolling in money with nothing to really spend it on past a point, with only the concurrent building count slowing down any expansion I planned.
>>It is still under progress. Comments are useful.

I tried to start generating market items with the Literari (I think that's wrong but hopefully you get it) which I thought wrote fiction and stuff. I tried to sell knowledge, entertainment and military tech, all of which I had none/there were no buyers.
>>Market Items are not quite right yet. Yeah.

Interesting point, I researched Boarine linguistics to max, and talked to them successfully. But then I attacked them and destroyed half their city and when I went back into diplomacy with them they were back to gibberish.
>>That's odd. Save?

I noticed that I seem to click through some elements of the UI on the left side. For example, I tried to select the bulldoze tool to remove a building, but under the bulldoze was another building of mine, which was summarily detonated by the damn demolition boys. Trigger happy idiots. It happened a second time before I realized what was going on.
>>Its been addressed.

I think the base building groundwork is solid. I liked it overall. More depth will come, I'm sure, with tutorials and understanding, maybe some clarification of what certain things do/your resource amounts and what they mean (up at the top) and combat stuff. The AI seems very passive, which is on purpose for testing I'm sure, although the Boarines did get mad and attempted a counterattack. It was too late though. My city has a lot of bacon now.
>>Some people believe that the Boarines are also part werewolf.

Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline eOSO

  • Newbie
  • *
  • Posts: 7
Re: Yellowshirt Musings, Play-through Thoughts and Comments
« Reply #3 on: June 03, 2015, 09:22:19 pm »
Responses

Spoiler for Hiden:
Skylaxians, Normal, Terrestrial

I like free building placement. Damn dense jungles. Seriously. This planet is like 90% jungle.
>> Fixed in next version. Less trees, less penalty to build.


It lead to little "sub districts" where I'd place things. So I ended up having 6 houses around an eatery as it's own little pod. Same for shopping mall and bank/commerce centers. Definite plus.
>> Yep. That's what I've found is optimal.

I was a little confused with the teleporters. They allow you to build farther away but you need to place a civic center to do so? Is that right?
>> The teleporters can be built farther away from districts than other things and extend your buildable nondistrict range. You build new districts in that range. So if you want to build your 2nd district in Mars, you'll need a chain of teleporters to get there first.

Some of the numbers I do not understand. Up at the top. If I am producing 3k+ crops, 3k+ water, and 3k meals, why is the number near the meals 800?
>> Usually how much excess of whatever you have.

I feel like the lander gets upgraded to max really quickly.
>>If you spam apartments, yes. If you go with other buildings it takes much longer.

Should I be destroying my rural farms for hydroponics to reduce crime and building count? Same with solar energy for nuclear?
>> Optimal play suggests yes.

My population got a virus that had a very low mortality rate. Something like 1%. My birth rate was something like 1.3%. I let my entire population get infected. Then all my buildings took a butt-ton of damage which took 140 turns to repair. I guess everyone went insane and damaged it? I also started losing population at a pretty alarming rate, lost half my city. I guess the mortality rate is only an average and not a fixed amount.
>>It's a percentage if that's what you mean. The rest of the deaths were probably not caused by disease, but crime, pollution, or litter.

Do police work in an aura or only on what they touch?
>>Middle mouse click on building. Or ctrl+left click. They operate in a 2 radius area. There is an additional bonus to adjacent buildings. The crime overlay will also help.

Same with hazmat. I have like 8 hazmat facilities down but my pollution cleanup was something like 500. I was under the impression that hazmat gave ~100 cleanup per tile it affected? Might be me reading it wrong.
>>Same. Hazmat pollution removal is value/10.

Armor drakes near me. Rush guildhall!!
>>Yes.

6 heli pads surrounding a guildhall with armor drakes is ridiculous. Even more so with the social progress that increases air fighting, like pilot culture. Do the helicopters ride the drakes or...?
>>As you suspected the helicopters removed their standard armaments and now fire dragons.

There was a Boarine hidden barracks that I couldn't for the life of me destroy. I even sent all my crazy helicopters at it. It seemed like it was immune to missiles and helicopters. So I sent some ground troops at it which it intercepted. Frustrating, but only because I'm not sure how it works. It didn't really pose a threat, it just wouldn't die.
>> Many races are bad at certain types of combat. Barracks were given ranged & air defenses to prevent them from being wiped out from a difference. It is still under development.

Speaking of units, there were saucers everywhere. I noticed they teleported in. Do I get these? Are they actually units? Do I get units? Like Civ style? Or are they "buildings" which just teleport?
>> You get no units. Just AI get them. They are effectively buildings that drop in and then can move slowly.

I liked building the city. Can't for the life of me keep pollution down. Crime was never an issue, it was fairly easy to take care of.
>> Pollution isn't that big of a deal. Use the pollution overlay.

Injuries were easy to take care of. One hospital was enough, two if injuries started racking up.
>>I've had problems when I get 500+ injuries in a single turn.

Unemployment was interesting. I was constantly fighting unemployment, looking for industry to put down to generate jobs.
>>Don't forget commerce they employ a ton of people.

Crowns were never an issue as soon as I got a few industry buildings down. I was rolling in money with nothing to really spend it on past a point, with only the concurrent building count slowing down any expansion I planned.
>>It is still under progress. Comments are useful.

I tried to start generating market items with the Literari (I think that's wrong but hopefully you get it) which I thought wrote fiction and stuff. I tried to sell knowledge, entertainment and military tech, all of which I had none/there were no buyers.
>>Market Items are not quite right yet. Yeah.

Interesting point, I researched Boarine linguistics to max, and talked to them successfully. But then I attacked them and destroyed half their city and when I went back into diplomacy with them they were back to gibberish.
>>That's odd. Save?

I noticed that I seem to click through some elements of the UI on the left side. For example, I tried to select the bulldoze tool to remove a building, but under the bulldoze was another building of mine, which was summarily detonated by the damn demolition boys. Trigger happy idiots. It happened a second time before I realized what was going on.
>>Its been addressed.

I think the base building groundwork is solid. I liked it overall. More depth will come, I'm sure, with tutorials and understanding, maybe some clarification of what certain things do/your resource amounts and what they mean (up at the top) and combat stuff. The AI seems very passive, which is on purpose for testing I'm sure, although the Boarines did get mad and attempted a counterattack. It was too late though. My city has a lot of bacon now.
>>Some people believe that the Boarines are also part werewolf.


I did not know there were overlays...

Offline ptarth

  • Arcen Volunteer
  • Hero Member Mark III
  • *****
  • Posts: 1,166
  • I'm probably joking.
Re: Yellowshirt Musings, Play-through Thoughts and Comments
« Reply #4 on: June 03, 2015, 09:37:15 pm »
Icons on the bottom of the screen, second from the right.
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline Billick

  • Full Member Mark III
  • ***
  • Posts: 244
Re: Yellowshirt Musings, Play-through Thoughts and Comments
« Reply #5 on: June 04, 2015, 12:33:08 pm »

Offline Zebeast46

  • Full Member Mark III
  • ***
  • Posts: 219
Re: Yellowshirt Musings, Play-through Thoughts and Comments
« Reply #6 on: June 04, 2015, 09:41:00 pm »
...


Tab key.
...
Son of a...

Lol, it took me a while to figure it out too.
AI 1 = Chris.

AI 2 = Keith.

Taken from Bognor

Offline FroBodine

  • Full Member
  • ***
  • Posts: 114
Re: Yellowshirt Musings, Play-through Thoughts and Comments
« Reply #7 on: June 05, 2015, 09:47:02 am »
Tab key?  What?  Now I must leave work early and go home and press the tab key to see what it does. 

Boss, I have to leave.  The tab key . . . !!

Offline Shrugging Khan

  • Hero Member Mark III
  • *****
  • Posts: 1,217
  • Neinzul Y PzKpfw Tiger!
Re: Yellowshirt Musings, Play-through Thoughts and Comments
« Reply #8 on: June 05, 2015, 09:49:39 am »
I remembered that layer of the game being mentioned before, so the moment I noticed nothing had called my attention yet I just began to randomly click interface elements and mash buttons. Tab was one of them, and presto...still no idea what to do with it, though!
The beatings shall continue
until morale improves!

Offline eOSO

  • Newbie
  • *
  • Posts: 7
Re: Yellowshirt Musings, Play-through Thoughts and Comments
« Reply #9 on: June 05, 2015, 06:48:01 pm »
Glad to spread the knowledge hahaha

Offline FroBodine

  • Full Member
  • ***
  • Posts: 114
Re: Yellowshirt Musings, Play-through Thoughts and Comments
« Reply #10 on: June 05, 2015, 07:15:42 pm »
Well, apparently if nobody knows it's there, it is an essential candidate for the tutorial and a better explanation of what it is and how to use it.