Have a Happy one!
SrGalen
Thanks
From the Beta notes: + Experience required to level up increased for all levels after lvl 4. Buying higher levels, esp. lvl 6, made more expensive. How do you "buy" higher levels?
I didn't mean to imply that the dev's would arbitrarily put in a limit - just that having a massive number of phase lanes might have hardware, AI processing, &/or some other ramifications that could make the game unplayable. For example: too many choices might make the AI suffer "analysis paralysis", meaning such maps would be suitable only for multiplayer with humans only. But another might be that the amount of data that needs to be sent over the network(s) might end up so large that the tr
If you want open connection maps, just mod a map so every planet has a phase lane to every other planet, it would work in the same way, unless I'm completely mistaking what you're asking for. I mentioned this elsewhere, but... This will work as long as there is no hard limit on either total number of phase lanes or a limit on the number of phase lanes that can be connected to a location. For every location on a fully connected map the
What I was actually talking about in the above posts was an alternative way of making open connection or semi-open connection maps. If we can make (and use) customized maps, there is no real reason why we can't directly interlink all planets/asteroids inside each star system. We could even then choose to link stars in series (as in core game) or totally interlink them all. Hell, we could probably even directly interlink EVERY gravity well on a customized map.
One of the restrictions that the phase lane maps as currently implemented present is the inability to flank/bypass a strongpoint. Part of this is the way the maps are laid out at present - this IS Beta 1, after all. I would hope that some of the automated map design parameters (such as number &/or location [relative to starting position] of absolute chokepoints) would be adjusted as the difficulty levels grew higher. This could be a selection parameter [easy/hard/harder/Grand Central Station
Don't get eaten in turn Cute concentration/no-planning game - and an interesting article
Also go to the "games" page and make sure you check the box that says "Show pre-release versions". Otherwise the beta won't show up.
Sounds like a fertile area for optional play, actually - Depending on the development difficulties, particularly in the programming to deal with the 3rd dimension (general automated movement, AI, etc.), I could see where it MIGHT have to be an expansion (but I hope not). In any case, development spent in this area could also be considered R&D for future titles....
In the other thread (about reviewing data while paused) some comments were made about multiplayer not having (or shouldn't have) the function. I know this is a Beta 3 issue, but.... One of the settings I tend to play multiplayer games in is via ad-hoc LAN, and, as the subtitle suggests, these can get to be multi-generational and at family gatherings. The capacity for the host machine to put the game on PAUSE while gameplay is suspended (for such things as eating as a family, f
The next patch allows you to use the Empire Tree properly when the game is paused, thx for the suggestion Thank you
Weyr - Did you colonize all of the planets & asteroids &/or kill all of the opposing ships? I haven't tried leaving anything behind, myself, but when everything is colonized and my forces are the only ones left the victory screen comes up fine for me.
I can see the total destruction tactics between the TEC and Advent, based on the lore's explanation of complete cultural disgust between them and the likelyhood, therefore, of anything being left behind being boobytrapped to a fare-thee-well. The Vasari, with their history of using other populations, would probably not have started out that way, but if they got the benefit of the TEC/Advent attitude towards each other, I think they would have learned quickly to respond in kind.
A knock-on effect of having the interplanetary freestyle / interstellar phase lane system will be to make critical the starting positions of the various factions. I suggest that if the map has sufficient stars that each faction should start in its own system. Otherwise, a faction that does start in its own system will have a major advantage over factions that do not - namely the ability to control a "chokepoint" to its planets rather than having to fight for control of the starting system on t
@Maxxa - Welcome Also concerning this, I think it would be pretty cool if there were some sort of bonuses for attacking ships from the top/bottom/side. Realistically, the armor on ships would be less on the top, right? Not really - If you know that you are going to be operating in a 3D environment, you would build your ships/vessels to have 360 degree scan/fighting/defending capabilities in the x, y, and z planes.
Please make it easier to realign fleets - particlarly to remove units. It's a pain to select a couple of units you need to detach and then reselect all of the other units in the fleet to redefine its identity (particularly if you have more than one fleet in a g-well). Otherwise you end up with fleet(s) spread across g-wells. On a related note, unless the intent is to allow fleet/taskforce (or squadron) identifications, please remove the capacity for units to belong to more than one fle
How about a means of sorting the planets/asteriods/fleets on the info screen? Including a sort that relates the position on the list to the location of the object in the system. (top to bottom - or just let us define a (multilevel) custom sort - e.g. star system/object within system) Also how about the name of the location showing even when collapsed. Previously posted under "gameplay suggestions" - separate post by suggestion
How about having the info screen on the side continue to work while the game is paused? It's a serious PITA to have to keep hitting pause/unpause/pause just to refresh the info and my understanding of the current situation. Not all of us have the luxury of playing a game straight through. Previously posted under "gameplay suggestions" - separate post by suggestion
Not sure if this is tech or gameplay, and apologies if it's been mentioned before as "in the future", but How about having the info screen on the side continue to work while the game is paused? It's a serious PITA to have to keep hitting pause/unpause/pause just to refresh the info and my understanding of the current situation. Not all of us have the luxury of playing a game straight through. Also, how about a means of sorting the planets/asteriods/fleets on the info screen?
If the phase lanes were only between stars and interplanetary travel was freestyle, I would suggest that the number of planets per star system be reduced and the number of star systems increased. This would not dramaticly change the initial expansion phase of the game - rather than clearing a path to the planetary system choke points and colonizing behind yourself, you would grab and fortify the interstellar "jump points" and then develop the system. Invaders would still have to fight
would prefer to not see the enemy's: hull points, shields points, and antimatter points, as exact numbers, but rather as more of an overall percentage of each. You should have information through sensors (modified by local ECM & ECCM) as Class of vessel (possibly even name of ship if you can read the IFF), relative current shield strength, a reasonable estimate of current damage, and estimate of AM based on last known use of function that required it.
Actually, the thing about quality science fiction (as opposed to fantasy) is that the authors use current knowledge and extrapolate from there. A fair number of authors are scientists in their own right, or make sure they consult with them. If you read some of the classic science fiction from several decades ago you'd be surprised how many of the concepts there are now science fact.
One assumption that you are making is that returning from "phase space" wouldn't cause a 'ripple' that well may be propagated at FTL speed, or that whatever sublight propulsion system in use isn't based on a deriviative of the "phase" drive with similar detection potential. (Or vice versa - the sublight drive could have come 1st ) (Needless to say, this is an alternate assumption <img src="http://images
After winning a small game, I was taken to the after-action charts. Everything worked well until I went back to look at a previous chart - then the curves for all the charts disappeared. The data was still there, because the value dialog box was working as I moved the cursor accross the box, but no visual. This is beta(10) PC: HP zd7000 laptop 3.2 GHz 1 gig RAM NVidea 5600 128 Meg XT SP2 Res 1400x900 windowed