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« on: November 28, 2018, 10:18:46 PM »
About to start my second game, think I'll do another un-modded runthrough.
I feel combat is weak, that I sacrificed late game content for early game power. I took combat to 3, Miss Spec. and Ordnance to 3, and Target Analysis to 2. Thus, 11 points. I've reached level 39, and am under the impression level 40 is the max.
I'm level 39 now, and don't have any points in Planetary Operations or Colony Management, and feel like there's not enough reason to continue the game without them, and I also only have the 1st level in officer management.
With that in mind, could someone tell me about the ranks of ruins you can find on planets? I noticed there are different ones, but I'm not sure how many, and the different effects, and when it becomes a big draw just for tech mining.
Also, any recommendations on where to look for warning beacons? I've had rotten luck finding them, with just two systems with warning beacons.
Questions to modders, can I mod in quest lines now? I haven't wanted to dip my toe in unless I could write storylines, and I'm wondering if that's possible now.
I'm also curious about the sector, and how moddable it is. To what degree can you change it? Can you have a more or less populated core, a more spread out or denser core, and can you have a totally random core or do away with it?
Another question I have is, (and I feel like Megas will crush this question), what's the optimal late game skill spread, what do you spend your first 8 points in? I plan on 3 points in Tech, Leadership, and Industry, a point in coordinated maneuvers and Electronic Warfare, 3 points in Colony Management, Planetary Operations, Fighter Doctrine, Fleet Logistics, Loadout Design, Navigation, Salvaging, and Industrial Planning. (35 points)
I'm not really concerned about how the current iteration implies final product balance, but I do think 5-10 more levels/points would put me in a happier place, where I do take different skills in different run throughs, but still get enough without feeling how I do now. The only skill that looks weak to me is Gunnery Implants. I may be crazy, but those benefits seems weak to me.
Possible bugs or bits of confusion for me, I found a hegemony auxiliary template, and looked in my custom production for the hulls, and didn't find the kite auxiliary which is what I was most excited for. I then noticed I couldn't find any of the other three hulls I received. The other possible bug is looking under command, clicking on a colony, then clicking on a commodity, then hovering over my colonies production of that commodity, I'll see
Available 4
+3 from colony size (refining)
+1 from null
+1 from administrator
The +1 from null is concerning and confusing to me, and every single commodity(for one of my colonies) has it. One of my colonies has it for some, and my newest doesn't have it for any.
Sorry this is a little all over the place, just a lot of varied impressions and thoughts on the current game. Any answers much appreciated!