[quote who="CobraA1" reply="3" id="1853948"]My personal experience is that emulators and virtualizers have very poor support for 3D graphics. I think Wine has some support and VMWare has some experimental support. Virtual PC emulates an ancient S3 card that has no 3D acceleration at all. Supporting emulators could be pretty difficult.[/quote] Wine has decent support for 3D graphics, and they have a new release every 2 weeks so it's improving quickly. It's hit or miss whether a g
Mahanon
I think that you should be able to get a unique tech from another civilization, but there are limitations. When you trade or steal the tech, you can't use it immediately. It will appear in your tech tree and you have to research it before you can use it (what you are researching is how to adapt the technology to work with your own technology). Once you research it, you will have a weakened version of whatever the real tech is, because it's impossible to get it to work perfectly with your own
You could store the icons as SVG files, then when the game loads render them onto whatever size bitmap is best for the current resolution.
The flagship should be invincible...unless you fly an a-wing directly into its bridge.
I think you can do most of the configuring you want by editing a certain text file, but I do agree it would be more user friendly to have a way to configure it in the game. And I would also like to see a scoreboard like you've described. Jperzio...punctuation is a useful tool.
It sounds like Baron Fat Bastard just hasn't learned the UI yet. Maybe there should be a manual released for the Betas. Or better yet, set up a Wiki and when it comes time for the release, the manual will be written for you
Buying a resource should always be more expensive than selling it, otherwise you can't explain why there is a black market at all (no one in it would be making a profit).
I brought up this idea because I liked the different choices you were offered from GalCiv2. There's really no reason why it has to be Good vs. Evil. It could be something like Xenophobic vs. Open Borders, for example. I just like the idea of making occasional decisions where one decision might benefit you more on the short term, but you'd be alienating yourself from you allies.
Ok, so the destroyer doesn't excel in anything. Let's get a carrier to supplement it's fighters, some flak frigates for fighter defense, and some kodiaks to assist with frigate and cruiser destruction. This was your idea, as I understand it. The problem I see is that if you take the fighters, carriers, and kodiaks all together, it's just another destroyer, so why not just build another one of those? In my experience, any unit that has no weakness (regardless of whether it has no strengths ei
Not to mention that there would have to be another diplomacy module installed that would keep track of alignments that everyone has and make them react differently to other races with different or the same alignment. Diplomacy module? It's one more integer variable to keep track of for each empire and one more to add/subtract when determining how one empire feels towards another. Like I sai
But it's not just the three races, it's factions consisting of one of those races. Some factions might choose to try and be morally superior than their race, while others will choose to stoop to new lows to control the galaxy.
What do people think about incorporating the alignment feature from Galactic Civilizations 2? For those who aren't familiar with it, each faction would have an alignment, which can be good, neutral, or evil (and points in between). Factions with similar alignments are more likely to be friendly towards you. At certain points in the game, such as when you colonize a planet, you will be prompted to make a decision. For example: "This new planet has a vast network of undergroun
I don't find it that hard to defend all my planets if I build jump inhibitors in key planets so that I only have to defend a few of them on my frontier instead of all of them.
I think that autosaving is an important feature to have, but currently saving the game takes too long for this to be feasible. I have seen forums for other games where people complain about how it takes so long to save, they turn off autosaving, even though the game crashes and they lose a lot of work.
Is the plan to run all the beta testing through this forum until the release? It seems like setting up a tool such as Bugzilla would be much more efficient and useful for collecting and keep track of bugs. This forum could be used for discussing ideas for changes and additions, but even a tool like bugzilla allows for feature requests with discussion threads.
>_ I sort of forgot about artifacts since I've never had access to any in the games I've played so far. They seem different in ways from my resource idea, but I'm not sure. I'll come back to this after I've had more experience with them.
Here is an idea for having battles that aren't sieges: If two fleets meet each other while traveling along a jump path, they will drop out of jump and begin fighting in that empty space. If you see a fleet coming towards your planet, you can send your own fleet towards them and meet them in deep space instead of at your planet. There are some things to think about, like since there is no gravity well why can't the enemy just keep going to your now undefended planet. Maybe there should be shi
Basically, there are some special resources that are only present on a few planets/asteroids. Colonizing an area with one of these resources will give you some specific benefits. Maybe the resource is a rare substance that can improve your ships' armor by 10%, or it could allow a special ability on some type of ship. There are a lot of possibilities. This would make certain locations more strategic and make exploring the galaxy more useful.
The pirates wouldn't own planets or have territory, though. And most of those wouldn't happen with humans in multiplayer because players are motivated by expanding their territory and conquering everyone, but the pirates are just motivated by getting money.
Ok, I'll revise this a little. Let's say each race is equal to themselves, better in offense but worse in defense to one of the races, and better in defense but worse in offense to the other race. In a two player, game, you will either have the same race fighting, which is equal, or two different races fighting where there are three possibilities. Either both races are strong in offense and weak in defense against each other, which means that ships on both sides will be destroyed fast
I think the pirates in this game could be much more complex and fun. I'm just going to provide a lot of theoretical scenarios that could play out in a game that I think would make the pirates more interesting and fun. One thing I will mention is that I'm working under the assumption that instead of the current system where there are just "pirates", there are now different pirate factions. A large pirate fleet has arrived at one of your planets and you probably won't be able to fight t
My idea is that each race would be tailored specifically to fight well against another race, so for example TEC is designed to counter Vasari, Vasari is strong against The Advent, and The Advent is strong against TEC. That way, each war, unless between two factions of the same race, will have one side at a disadvantage who will be trying to recruit allies. I think that would add more dynamics to the politics and diplomacy. What do other people think?
Something you could do in Homeworld was turn on "tactical mode" which would put a square outline around one type of ship, triangle around another, etc. Maybe something like that would be good.
The camera controls seem difficult to me. Zooming in and out is a pain, and often when I use caps lock to toggle the zoom, I'm just looking at empty space. Double-clicking on a planet should zoom in to that planet, instead of just centering on it. I can also see things getting very difficult to manage when your empire gets a lot of planets. One thing that would make this easier would be to show icons next to planets when zoomed out that indicate available slots of each type, that way
Here's an idea: when the mouse cursor is moved over a group of icons that are close together, they will enlarge and spread out, allowing the player to choose one. They return to normal after one is selected or the cursor is moved away.