Capturing ships in space battles seems like a nuts idea to me. How would you even approach and dock with a ship unless all of it's drives and weapons were gone? In which case, why not just blow it up? How much would it cost to return such a ship to usable status? The big question - how would it even WORK in the uncontrolled combat? At random? Let's be honest - having very damaged ships surrender is probably better than some uncontrollable, not-very-feasable 'space marine' nonsense. <b
Pnakotus
Yeah, you go ahead stating that like it's a fact. Go on! Keep repeating it until everyone believes it!
Hilariously, the Dom2 forums are full of self-important PBEM players who hate any attempt to streamline the UI of their game. Crazy world, huh? Dom2 is a good game, but the UI is a terrible clickfest. And don't mention any convienient automation! Sorry, GalCiv2 sold Dom2 INTO THE GRAVE because it's not targetted at that niche market. Shadow, your post appears to disregard the amount of work required to make a MP version. It's wasted time from the perspective of developi
What? We're supposed to not turn our systems off, because of this frankly stupid feature? Sorry, I have better things to do with my CPU time at night than run a game that forces me to keep it running FOREVER or lose a turn. I will never, ever, submit a MV game. Can I have a 'shit sorry bout that' patch, so I can play the game properly? At very least, can a dev show up and explain what this feature is supposed to DO? For a game that prides itself on not treating it's players like
Yeah, I often don't research weapons early-game, and simply buy whatever tech is going. Hence, it would LOOK like I 'chose' the same weapon as everyone else - but once I'm ready, I speed up a more useful weapon tree. The AI switches too. Tech trading is a bit troublesome still, but as anyone who has seen the improvements over the patches can tell you, it used to be MUCH worse. The AI are getting better at judging trades, and that's all I want.
Not to mention being incredibly offensive to both other players and the Stardock team themselves. Seriously, they didn't want MP in the game - they thought they'd try and test the water on the idea. There isn't enough support for it, the end - the fact that those who want MP are illiterate, offensive, noisy posters doesn't change the situation. Do I need to repeat SDs statement of how much dev time MP would soak up? Sorry, not worth it.
Of COURSE the universe wraps. What, are you in highschool? LOL But yeah, the map is clearly a slice of space... and sorry, that doesn't wrap. It's not pacman - unfortunately.
It absolutely should NOT be permanent. It's just a tool, and it'd be an overlay that's (shock) USEFUL.
You'd vote for him... because he's non-judgemental? Strange. I draw the line at anything 'broken'. I don't find the broken trade AI to be a gamebreaker - yes, they're idiots. If you don't have diplomacy advantage, you get raped in trades - sounds like it's working to me. I just focus more on diptech than the AI, so they lose. Tricky designs (o-attack defenders, armed cargo hulls etc) aren
More excellent models for utterly retarded designs. Great work... questionable taste.
Thanks for explaining the poll results. I voted 'no', but if I'd known how much dev time multi would take away from other features, it would have been 'hell no'. Like many others, I wouldn't MIND multi, but it's just not worth losing anything else to get.
Except huge numbers of people only ever play games while cheating. Clearly, SOME people enjoy playing economic games with infinite money, shooters with infinite ammo, etc.
I see a problem for custom races - I already have lots of trouble finding a colour that isn't so close to someone else's to be really annoying. It'd be an interesting display, though, and would allow the influence strategy to be based on something more than 'go into their planets and check the influence ratio'. And you've got to bump or it never shows up. So I'm a whore for attention... <img
There's no point trying to explain this to people. Some people want to buy guides to games, and thus transform them from 20+ hour games into a three hour walkthrough. Other people want to enjoy a game as long as they can. Anybody with a brain can sploit past the AI and win every game by a massive landslide. Where's the fun in that? Do people really pay money to have short, incredibly easy games? I figure for some people games are entertainment, and for others they're propping up
True - it'd work just fine as an overlay that toggles everything else off. I imagined it used at full-zoomout, where much of the clutter is invisible. At 'tactical' level, you'd need to be imaginative. It would be best if the influence area is depicted in the civilizations influence colour.
Fun bump.
The influence borders show you the outline of the areas you control - it would be useful to see how strong that control is. For example, on the fringes your control would be weak - but with neighbours, it would be useful to know HOW weak, and how strong their influence is. Out in the wastes, you can often control huge areas of vacant space. It'd be nice to know how strong - or not - this control is, since it's often possible for a single new planet to cut a huge area from
Didn't someone make a mod that restricted range much more?
Apparently (c 1.2) they've finally noticed how annoying it is to upgrade a ship, and have moved functions around. However I agree - the fleet manager makes it easier to do one thing, and doesn't really allow you to 'manage' 'fleets' at all. There's a lot of additional functionality it could have.
Yeah, the 'X-Wing wing' component is way off - ships that try to look like planes etc look STUPID. People who suggest simply ignoring widespread simple problems - like the poor hardpoint alignment - need to raise their expected standards. Why not just fix it? Frankly, the mod forum is full of people who could probably fix it in a day.
Exactly - if it only improves your homeworld, it's worthless on larger maps - but if it improves all planets when you colonise them, then it's very useful. The text needs to be clearer.
Call me nuts, but this has been asked so many times maybe the text for the Planet Quality bonus should be made more informative.
Binary stars are so far apart that they're not really in the same system - they just move around each other. It'd also make placing a planet in the habitable zone very tricky.
I find it's usually the mountpoint on the jewelry that isn't in the centre. You can attach one, then rotate it - you'll see that it's off centre, and it's usually not related to where you attach it. It's worth fixing, I think.
Yes, many of the ship parts don't have their mountpoints in the exact centre, so mounting them on both sides gives you wonky wings. But hey, some huge hulltypes have a dozen mountpoints...