Here's an idea I've had. In larger games, I tend to have a lot of ships. A LOT of ships. Fleets all over the place. A huge armada. And so I may set some ships to guard/monitor a certain area. Either on the outskirts of my empire, deep within the territory of other empires, or even watching the supposedly "empty" back ways with no habitable planets that opponents sneak up on you through. The thing is, is that if I place a ship
DeviousToast
Hmm... I was just thinking, I enjoy building ships in this game, tooling around with the design, that sort of thing. But I've yet to have a game last long enough that I get to any of the REALLY big hulls. I was wondering if there were plans to have the ship editor available on the title page, and just have it give you all the bits and bobbles. Another interesting idea would be to run tests (or be able to run tests in game) of your ship against anoth
Perhaps it's sort of a "We reached a dead end with these lasers. The next laser won't be as good, but there's this DOOM RAY we're working on, that'll blow the current stuff out of the water." That would be like... real life scientific research. Not everything progresses constantly up with no back-tracking.
This is repeatable, and has crashed the game every time: When you get your weekly report about ships built, zoom to a planet that has completed a ship. Go to your shipyards from the zoom. Design a new ship. Try and save it: The save ship thing won't pop up. Click done, say "Yes" to ending without saving the ship. The save ship box will be on the main screen, alone. Name your ship, and save it. The game will commit
Actually, I keep the gate to hell on Mars. But that's personal taste.
Back to the initial topic we go, because I find that more interesting than "Is the computer cheating?!" I'm suprised no one came up with this comparison: it's a Sirlin thing if you've read anything by him. Anyhow, here's the quote from the article. "A simple rock, paper, scissors (RPS) system of direct counters is a perfectly solid and legitimate basis for a strategy game provided that the rock, paper, and scissors offer unequal risk/rewards. Consider a strict