Ship ranges, enemy strengths and a crash - beta 1z
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1z is much nicer well done guys.
However ship ranges are not at all right (sorry Guys).
I think we all agree ship ranges are a 'gamey' feature that we all agreed needed to be introduced to improve early-mid game. As its gamey there must be a 'justification'. Fuel supply or computer nav-range limitations(!) would do.
At the moment the colony ship is allowed to reach its destination (if you get there in short hops) but wont take the planet when it gets there - I don't know yet what happens with warships. I really don't lie this, if its out of range how can it get there? It is certainly not right that it is allowed to sit off an 'out of range target' but not take it.
In a freeware game I played this was handled by making ships have to plot a start and end point. Range would be handled by considering the ship to move in a series of hyperspace jumps that needed a 'jump-on, jump-off hard object for ships the computer to plot a course between the two points - rather like the theoretical concept of hyperspace travel using event horisons of dark holes.
In the case of the game i played before, you could reach destination 'Z' from start point 'A' which was out of range in one leap if you 'hopped' between solid bodies on the way - such as planets and space stations.
In GalCiv you could use asteroids, debris other ships gas clouds anomalies etc which would not detract from the freedom of exploration and would add another little nuance to moving about the map.
Secondly I am playing my first 1z game as usual on 'comfortable' and have been attacked by the Altarians. Quite early on - no big deal I thought - except they have balltleships and I have just developed the technology (gulp) ok no problem - THEN they attacked my planet - they have war tech advantages up at 28 to my 6 to 8 - how the hell did they get there this quick? They were definately no where near 28 at this stage in games i have played with earlier betas at the same difficulty level
Thirdly I am getting long delays whilst the ship array is updating-since the ranges thing was added perhaps(?) it is confusing as there is no indication the calculations are still ongoing - you see a ship on-screen, with movement points and you click at it to no avail only to see the screen update latter.
My mini map got messed up and i lost the yellow locator triange yesterday for a while - anyone had that?
Finally i had a complete crash to desktop this am.
Steevo
However ship ranges are not at all right (sorry Guys).
I think we all agree ship ranges are a 'gamey' feature that we all agreed needed to be introduced to improve early-mid game. As its gamey there must be a 'justification'. Fuel supply or computer nav-range limitations(!) would do.
At the moment the colony ship is allowed to reach its destination (if you get there in short hops) but wont take the planet when it gets there - I don't know yet what happens with warships. I really don't lie this, if its out of range how can it get there? It is certainly not right that it is allowed to sit off an 'out of range target' but not take it.
In a freeware game I played this was handled by making ships have to plot a start and end point. Range would be handled by considering the ship to move in a series of hyperspace jumps that needed a 'jump-on, jump-off hard object for ships the computer to plot a course between the two points - rather like the theoretical concept of hyperspace travel using event horisons of dark holes.
In the case of the game i played before, you could reach destination 'Z' from start point 'A' which was out of range in one leap if you 'hopped' between solid bodies on the way - such as planets and space stations.
In GalCiv you could use asteroids, debris other ships gas clouds anomalies etc which would not detract from the freedom of exploration and would add another little nuance to moving about the map.
Secondly I am playing my first 1z game as usual on 'comfortable' and have been attacked by the Altarians. Quite early on - no big deal I thought - except they have balltleships and I have just developed the technology (gulp) ok no problem - THEN they attacked my planet - they have war tech advantages up at 28 to my 6 to 8 - how the hell did they get there this quick? They were definately no where near 28 at this stage in games i have played with earlier betas at the same difficulty level
Thirdly I am getting long delays whilst the ship array is updating-since the ranges thing was added perhaps(?) it is confusing as there is no indication the calculations are still ongoing - you see a ship on-screen, with movement points and you click at it to no avail only to see the screen update latter.
My mini map got messed up and i lost the yellow locator triange yesterday for a while - anyone had that?
Finally i had a complete crash to desktop this am.
Steevo