Tssha
Warlord
- Joined
- Dec 20, 2007
- Messages
- 270
Oops, forgot a couple points. Sorry about that.
1. Upgraded buildings sometimes don't include the production bonuses of earlier buildings. Upgrades replace older buildings, so if you get +1 to Plasteel and Earth Goods production from the spacedock, you won't get them from the Drydock or the Shipyard. I don't know if this is intentional or not, so I thought I'd point it out and either be corrected or have pointed out an oversight. Of course, I like the +2 food from Drydocks just fine, thanks for adding that.
2. You can't build Plasteel mills on hill forests. Sometimes the best sources of Plasteel are on a hill and not being able to build a mill there seems a bit...weird. Especially since a lot of forestry takes place on hills even today. Was this intentional or an oversight?
3. Lagrange points are also spawning spacial anomalies. Whether it's a space-time anomaly or an asteroid belt, sometimes you get a Lagrange point with a feature. That might not be so bad, but the features are usually pretty poor and they interfere with food growing a lot of the time (and you can't clear them). Of course, the space station, the derelict satellites and the communications array are notable exceptions, being all useful and stuff.
Lastly, I'd like to continue to be complementary by commenting on the music choices for the mod. They are excellent, truly atmospheric, managing at times to combine the futuristic and the naturalistic. Heck, I copied the songs to my iPod and even added a few to a custom writing playlist. I need music to write, so it's often best to have non-distracting (instrumental with no lyrics), sometimes moody (emotionally evocative) music on hand to facilitate the writing process. These tracks are truly excellent selections that have really set the mood of the game, adding to immersion and atmosphere, setting the tone early and keeping it up without subverting it at any point. A truly excellent selection.

1. Upgraded buildings sometimes don't include the production bonuses of earlier buildings. Upgrades replace older buildings, so if you get +1 to Plasteel and Earth Goods production from the spacedock, you won't get them from the Drydock or the Shipyard. I don't know if this is intentional or not, so I thought I'd point it out and either be corrected or have pointed out an oversight. Of course, I like the +2 food from Drydocks just fine, thanks for adding that.
2. You can't build Plasteel mills on hill forests. Sometimes the best sources of Plasteel are on a hill and not being able to build a mill there seems a bit...weird. Especially since a lot of forestry takes place on hills even today. Was this intentional or an oversight?
3. Lagrange points are also spawning spacial anomalies. Whether it's a space-time anomaly or an asteroid belt, sometimes you get a Lagrange point with a feature. That might not be so bad, but the features are usually pretty poor and they interfere with food growing a lot of the time (and you can't clear them). Of course, the space station, the derelict satellites and the communications array are notable exceptions, being all useful and stuff.
Lastly, I'd like to continue to be complementary by commenting on the music choices for the mod. They are excellent, truly atmospheric, managing at times to combine the futuristic and the naturalistic. Heck, I copied the songs to my iPod and even added a few to a custom writing playlist. I need music to write, so it's often best to have non-distracting (instrumental with no lyrics), sometimes moody (emotionally evocative) music on hand to facilitate the writing process. These tracks are truly excellent selections that have really set the mood of the game, adding to immersion and atmosphere, setting the tone early and keeping it up without subverting it at any point. A truly excellent selection.
