From http://biz.yahoo.com/bw/070612/20070612005415.html?.v=1 Not trying to spam, but this one seemed kind of close to home for SD, so I thought I'd post it. Press Release Source: Electronic Arts Inc. SimCity Series Makes Highly- Anticipated Homecoming as EA Announces SimCity Societies for the PC Tuesday June 12, 12:00 pm ET Create Your Own Kinds of Cities with SimCity Societies REDWOOD CITY, Calif.--(BUSINESS WIRE)--The return of one of PC
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Possibly quality is a factor, but I don't think it's the main one. Since the market is huge and mass distribution and demo-ing is easy and in place, then sucker games get ignored, while winner games simply take home a larger slice of the market. I agree that Piracy is kind of a boogey-man in the modern era, since developers/publishers are able to control their games through the internet now. Naive, indie developers are still are risk to being squelched by Pirates, like all the damage P
priceless 'deer tracks' no 'wolf tracks' Choochoo... The only blonde joke I know is way to dirty to relate here---something about 1% dairy milk being good for refills.
Arguably the first point is actually desparate, and I think exists to keep the game from being over too quick. Figure that they see you winning, don't like you, and figure it's now or never, knock me out. Number 3 is just begging for scripting yet another sarcastic post to the AI. Like "Human, you must think me an idiot AI in a computer game to fall for such a simple trick. I have my eyes on you now...." :1 <div class="Article_Quote"
Minor races are routinely stupid, except in their tech trade stinginess. I actually learned that from the AI. Dumbest minor race activity is to lead the techs in weapons, but fill their orbit up with redundant, weaponless crap, and only build a single low-tech defender. Minors need some serious air-space tweaking, though obviously they have an inferiority complex, and a idiot-savant for a defense advisor (the guy who's scared Photon Torpodoes will drive you insanely power mad if they tr
The order will change slightly with super-ability, but I research the cheapest production bonuses generally first. Obviously Planetary Improvements is a bargain, but research the others only in the order of your initial development. Going for bases, than the first two Military production techs of course. Every little bit counts. Don't forget to go for +10 Growth tech as well, since it's a bargain also. Engines, SpaceShip Weapons, capital techs are secondary in priority. And prio
Starbases are great if you have a lot of factories + military production capability, but lack a clear tech and numbers edge in your starships. Military bases can have offensive ship bonuses with the right research. With a strong logistics (big fleets) and cheap ships, a few well-placed military starbases with ship bonus modules can help a lot. Economy bases are a good way of cashing in military production. Remember you can have four bases per quadrant, so easily one p
Just to toss out a worthless idea, VGA Planets would make a good model for a game like GalCiv2, until they do a simultaneous mode game like Society. Basically have a server side client to officiate. And perhaps assume that players can only make changes every 10 turns or so. So each nightly round of the game might be 10 turns, with some auto-moves added, such as move to engage ships withing "fill in the blank" turns.
I've noticed in many games that the Drengin never attempt to cure themselves. Usually only the tech happy civs will actually ever do so. Their attitude never changes though. So even if you cajole them into an alliance because of the disease, and then gift them the cure, they will eventually rise up against you if you're a Good civ.
Something like a nebula with the effects you mention, plus eye-candy would be nice. Mine-laying, or limited, pre-built mil satellites that acted like mines/sensors would be cool too.
Instead of hangars, why not just allow the solar system to include more than 8 ships? Or even in the case of planet defenses, allow ships one tile away from a planet to partake in a reactionary combat, before a ground invasion occurs.
Nice mod. Any chance of replacing the music with more Trek-inspired themes, or at least re-synthed versions of familiar Trek themes?
Forgot to mention----in the case of at least the Reptilors, there is a chance of not enough logos. It may just be because I had settings to 8 minor + 9 majors, but some of the new races don't generate logos, and I have not edited the files any. EDIT: Can this guy make it into your next version? http://www.youtube.com/watch?v=WiloZd1H4ow
Well IP rights aside, I think this mod is excellent. The artwork is well done, and all the race ideas are decently fleshed out as far as GC2 allows. If nothing else it gives me motivation to make more custom races. The only negative is that some of the minors are particularly stupid, at least on Normal setting. They either flood their orbital space with freighters and constructors that don't get used, or they only build a single defender. In both cases they could have either bui
It'd be interesting in limited numbers. Charging damage to a ship that lacked a 'surf wormhole' module would limit wormhole use. Also the wormhole ends could actually drift thru space like hurricanes, making their use opportunistic.
I noticed there are absolutely zero UFP mods in the Library. Is it possible to mod the UFP? Like mod: 1. reversing a law? 2. creating absolutely new laws? with any in-game effect? 3. creating new roles, like President, Treasurer, VP?
More race pics for custom and minor races. Some of the mods exist already for this, but StarDock quality pictures would be great.
I disagree with the Star Trek is anti-fighter arguement. Check out Star Fleet Battles for tons of Trek races with fighters. Most of the sci-fi fluff for fighters in a warpspeed Trek background has already been invented decades ago by Task Force Games's Star Fleet Battles board game. Carrier based aircraft not only weakened battleships, they sunk them completely. The only arguement against fighters would be: 1. they make the game too complex. 2. they require too many har
The treaties are like 10% I believe. The nice thing about them is they operate like instant trade, improving relations. Since I play with lots of minor civs, and the value of the treaties generally increases over time, therefore I try to get their research treaties at first contact. Economic treaties are a great way to snowball an economy that is already highly cash rich (from trade for instance). I'll buy up economic treaties with cash, because it's instant cash in return.
More planets is better. Unless you're talking like Abundant stars with Abundant planets with Abundant habitable planets. Then eventually the population will get too dilute to take off quickly, though Xeno medicine can be gotten quickly, followed by Xeno entertainment, especially in the start game where the starting treasury allows for massive deficit spending. Pretty much at the start your 5000 bc should be used up with high production capacity, and near zero taxes, rather than lots o
On the Space Monster schtik, how about one like the Amoeba Wars board game ('80's one by Avalon Hill)?
Under "keeping the game fresh", how about realistic galaxy settings to make the hunt for good stars competitive? Like Common/Rare habitable planets, rare/occasional planets, occasional anomalies, and common asteroids. Also a one-planet challenge? One planet with our without the Planet Quality bonus?
As of 1.6 I see the AI using all the starbases. Mil starbase before an invasion, influence bases, and economic bases. I agree with the other posts that it generally doesn't use the influence bases very effectively, especially not the minor races which will make 3 of them on a planet to no effect.
If we are voting then I say nay to tactical ship combat in the I-move, You-move format of MOO and others. A thin layer of tactics, pre-programmed only as fleet doctrine, to be watched on the battle movie, would be ok IMHO. Tactical match-ups that might give a weaker ship a chance to avoid a hit, or increase the damage of a hit would be cool. The tactics would be tech researched of course. Ground combat could use some semi-tactical thought though, since its rather boring.
Just a thought, if you love carriers, lets try to come up with a very eloquent and simplified proposal. To keep them simple: 1. Make fighters a one shot weapon in themselves. They fire once and are then expended. Perhaps they launch and fire in the first round, or perhaps they launch in the first round, are subject to missile defense fire in the second round (if much greater than ECM III, or something more appropriate), and then get to fire their payload in the third round