Even the addition of a yellow, 'maybe', middle area would cloud the issue. It's absurd that you can tune deals *to the dollar*. If there was a -/+10% yellow area, you could at least try to push your luck a little bit. Then again, maybe it's an abstraction of a longer negotiating phase, and not just 'here you go' 'oh I knew you'd accept that'.
Pnakotus
What we really need is a better colour system: with only RGB, you can't easily mess with luminosity or do anything interesting with your primary colour like make it metallic or whatever.
Almost as important as all the other problems that have survived six or seven patch iterations. It's not like we've kept them a secret!
Slowing the game down is good - what I want is a 'skip the first few years' option. I'd rather take over a civ with a few planets and the low-end tech already done than have to nursemaid through 'Hyperdrive Plus' and 'Life Support'. Strategist, *you're* the guy that liked that rule! A typical Sid Meier half-measure.
Messing about with AbilityBonuses.xml, I've noticed the game will only display the first four options in the race-creation screen. Is this a hard limit? Am I just doing it wrong? I've changed the 'available options' to 5, and it only displays the first four. It doesn't look like there's really enough room for five, but there's no scrollbar.
*twitches* Why do you have to do that? Do you hate me? Do you hate materials science? Are you a hippie?
Yes, everyone hates this. One day it'll be fixed, or at least made into an option.
I started a thread about this last week. I wanted common stars, with uncommon planets and many habitable. I expected this to produce a large starfield, most stars having 0-2 planets, most of which would be habitable. Instead, I got average number of stars, half of which have zero planets, the other half having 5. Bah I say, bah.
That's true - many attempts to mod hulls etc haven't worked, so perhaps it won't work. Still, it's worth trying. EDIT - Hmmm... I thought about the forgein nature of the trade, and I wonder if you can make it x% econ bonus, like it's coming from the enemy worlds inside the area. So if there's rich worlds, you get more money, if there are poorer worlds, you don't make as much.
This is a great idea. I hate the 'pure random' maps - even a CIV1 style 'age/climate/shape' system would be good. Proper scripting would be EXCELLENT.
Speed bonuses can be very useful early-game, but I'm not sure if it's worth missing out on the more useful bonuses.
I like the idea of variety, but I'm not a fan of biowank in science fiction. But hey, you're suggesting appearance and jewelry, not techs, so I can't be offended. I'd actually really, really like different models for weapons et al. Particularly since I almost always prefer the 'basic' mark 1 beam model to the later ones. The interface for this woul
Can we mod the UI yet? If we could mod a big 'conquest' or 'cooperation' button for influence bases, then you could really make them interesting. Like B5 or DS9, you could use them as cultural and economic centers, useful in more ways than 'push influence back a bit'.
Basically, hard artifical rules are always less desirable than consequences. It shouldn't be IMPOSSIBLE to break treaties, or form them in bad faith - it should be A BAD IDEA to do so. I haven't tried the latest betas, but I hear the AI is less tolerant of such behaviour. There is no need for a SM-style 'magic fairy' stopping you. EDIT - AdmiralZ, all your concerns could be handled by an improved diplomacy system. If you could 'se
In line with a more complex diplomacy system, there is great scope for improving influence bases. As you say, they are basically propaganda/entertainment centers: you should be able to use them to 'educate' both your people and the enemy, provide a point for trade (seriously, they go to the cultural center but don't buy any souveniers?). It'd be nice if they could be used (perhaps switchable) for both exploitation and propaganda and cooperative trade
I'd like to see some mods that aren't just skins/UI mods - Stargate would be a good example. However, I'm not sure if the Stargate universe would translate well into a TBS game.
That would never work. If they dropped a 'lolz kill planetzor' option in, those games would be a) extraordinarily easy and b) short. Wheee, I can kill planets and noone else can! I eliminate neutral worlds as soon as I see them, then colonise! Whee! What's Planetary Invasion tech? <img src="http://images.stardock.com/gc2/T_DL/smiles/Congrats.gif" b
This is only an 'exploit' because of the stupid 'one tech per planet' and 'no money ever' system in place. If you conquer whole worlds of a more advanced civ, you'll get one tech. Not tech related to buildings on the planet, not many techs from analysis of artefacts... ONE. Almost always something crap like life support. And no money! There are $2,500 things just floating in space, but conquering a whole planet yields jack. Minimum dura
Is this deja vu, or is it just this weeks PB thread?
That's odd. What sort of mod is it? It's not like the mods I submitted were works of art or anything.
It was rejected? The FS-logo mod I submitted took ages to get put on the list. Did you get a message about it being rejected?
I've never watched the video tutorials - I didn't even know they were videos until I read the forums. I never use tutorials, because I can read. I guess my attitude is one of an experienced gamer, however. All it took was long enough for me to acclimatise, and I had no problems. Someone fresh from Sonic The Hedgehog might have more problems.
Perhaps some kind of 'people who get too much of their income from trade with you' victory condition? You'd need some additional trade techs, but if you could put a civ in a situation where they're boned without your trade, you could finangle some kind of victory condition there. It'd make people more hesitant about accepting trade routes, and enable small civs (like minors) to be totally controlled by an advanced, successful trader.
As mentioned above, I've had non-OFM planets use fleets in the defence. I'm only using 1.1b1, so perhaps this has been fixed. Frankly, I think the 'one ship per move point' thing has to go. Fine, if you've got plenty of defenders, but empty hulls? Transports? Without an OFM, they should be destroyed last, and all at once. I figure attackers would go for the warships first, and the defender could screen the weaker ships, but there's no w
And even with this precaution, the forums are still full of posts about how unstable the betas are. It's be much, much worse if it was available on Fileplanet.