It's *possible*, but it's a pain in the ass. How hard would it be to simply have an 'import design' function? Many players aren't going to jump through the hoops required to get the designs of others working in their games.
Pnakotus
I think this is just a case of different player attitudes. I *like* the fact that different races have different 'personalities', that a late-game Torian empire is much easier to handle than a late-game Yor or Arcean empire. It would mean nothing to bemoan a loss to 'those damn Drengin' if all the races were essentially the same. Then again, many players are obsessed with 'fairness', so they refuse to play maps that put them in a difficult
What makes it worse is that you can give a move order to a ship, and select another while the first is moving: if try to give an order to the newly selected ship, you run the risk of the game jumping back to the first one and give THAT ship the order instead. I don't think focus should ever change unless the player chooses: I'm tired of fleets veering off because they reselected themselves while I was giving orders to other units.
I was under the impression there were differences between weapons: the missiles do more damage but are larger etc. Clearly I was misinformed! I'd like to put my vote in for 'please, please, no self-indulgent Warcraft backstory'.
The problems with jewelry alignment seems more related to the jewelry bits themselves. Some of the pieces (like wing panels, the indented wall piece, etc) are off-centre, and placing them on 'opposite' hardpoints won't result in identical placement.
Simply rethink tech trade as a non-instant event: for example, if someone trades you laser V, you should have to wait x weeks before you can actually use/trade the technology. This cool-down period would reduce tech-spam and be based on how many techs you are 'jumping': if someone gives you laser V and you only have laser I, it should take longer. Not more than four-five turns, but long enough to prevent you trading for everything every turn.
I can't believe people are using the phrase 'working as intended' in a non-humourous way. It should be limited to describing Blizzard doublethink.
Yeah, it's odd when the main screen displays influence bars disappearing into unexplored space, but the minimap has all influence everywhere displayed, and updated in realtime. Heaven forbid people want a new way to play.
Hilarious. I should turn off knowing where everyone is... after the game has started, and I know where everyone is. Why didn't I think of that? I don't use CTRL-N because I don't believe in fair fights. Interesting games don't come from everyone being evenly spaced with identical numbers of nearby stars. I enjoy the challenge of being forced into different playstyles by circumstance, and I don't feel the need to dominate from the get-go.
I'd like the to have a few turns (even just one) for negotiating. For example, on Dec 1st, the issue is announced - 'tax the bases' or whatever - and you have a turn or two to negotiate with people, find out how they'll vote, and attempt to influence them etc. I'd love to be able to drop 5k on someone to oppose a bill that will hurt me, or threaten people into supporting my evil policies, etc.
As a suggestion, the three new setup options should offered in the same way. Either disable tech/limit knowledge/disable minors, or enable tech/enable/knowledge/enable minors. I'd lean towards /enable, simply because it fits with the victory conditions. Thus it's an offering of six options, where you pick the ones you want to have. Coming up with a brief way of saying 'knowledge of the influence areas of other groups that is hidden by the
I know it's not a bug: it's a carryover from GC1, after all. The option is appreciated, thanks.
Nothing more frustrating than OP-ignorance. I know it's part of the backstory (see OP), and I don't care. I don't want to play the story of GC2: I want to play a random game of space conquest and exploration, and my early-game moves are strongly governed by this magic, exact information on the movements of my enemies. I can even see when they colonise new worlds, even far away from their original position. Even though the influence borders aren't v
At turn one, your group can see jack. You might have star/planet locations, but you can't even see the border of your own influence. However, you can immediately see the location of the alien homeworlds and their spheres of influence. Is this intentional? Even for the humans? It might be a part of the backstory, but I'd like the ability to turn it off for my non-campaign games: it has a massive impact on the early game, and I want that 'what's out
Not to mention that complex systems like MoO2s really boil down to half-a-dozen builds that 'work' and a whole bunch of useless crap that clogs the tech tree, cripples the AI and makes ship designing even more annoying. One thing I do want, however, is 'large' type weapons. Phaser3 is fine, but I want to be able to mount 'large' Phaser3s.
A flagship is any ship with an Admirals flag. Frankly, I think it'd be better if each group had a different, themed, name instead of just 'flagship'.
The Yor are almost always the first to go down in my games, so I don't care. There might be an issue with them getting miniturisation, purely because you're often best off modifying the Yor into a custom race instead of going pure custom.
The latest patch has finally let me see the city lights on populous planets, and it made me think: shouldn't it be pretty easy to show ships in orbit? Make them quite small, like freighters on trade routes, and have them move in an orbit closer than moons. It'd make heavily defended planets *look* heavily defended, and make it quicker to find the one planet the enemy left weakly defended. Good idea?
Well, AUD is about 0.77 USD, and games here cost $90-100. That isn't exchange rate: that's import tax, supplier/retailer grifting, things like that. Ironically, games here have *always* cost that much, way back to the NES/Mega Drive days.
Phew. For a second i thought this was a thread demanding biowank technology. I'm all for more variety in hulls and jewelry - I think it'd be great if ships could be as distinctive as possible.
ZOMG Aldo! I was going to end up posting on HLP about this! I'm glad you found your way here. I haven't posted on HLP in some time, but I certainly keep one eye on it. I'm not sure if there are hard poly-limits for GC2, but I guess I just took the 'very scalable' claims of the developers to heart. SInce the designer isn't an issue, I wonder how important it is? I certainly don't want to be choking up the engine with detail you'll never
Thanks, those results are in-line with my own experiences. It's a little disappointing, however, that with the same settings a 'huge' map seems to be much more 'empty' than a medium. Do you have any idea how starnames are selected from the stars.txt? I initially assumed it was random (from the whole file), but having made my own new stars.txt I quickly realised the game takes the first x names, then randomly assigns them. Thus, if 324 sta
There is a Source Code Project that has improved FS1/2 a great deal - to save time, I'll be contacting contributors to use their models. Original, retail FS2 looks horrible, but SCP looks pretty flash for a game developed for free in everyone's spare time. I'm waiting on the nBSG mod for SCP - a 60,000 poly BSG with hundreds of guns looks incredible.
Since I've made RaceLogos for all the FreeSpace factions, I figured I'd try and throw together a quick 'Great War' scenario. The plan is to throw in some models, disable the ship designer and start the tech in the middle somewhere. The first version will be a quick and nasty proof-of-concept, but later I plan on adding things like 'huge' versions of different weapons, and changing the tech tree slightly to reflect the armour-heavy, bomber-h
I guess I'll ask here: what's the status on 'planet lights' and 'ship lights'? I've never, ever seen the planet lights that are supposed to be associated with population, and the 'lights' you add to ships in the designer aren't any more than coloured spheres. Are they supposed to cast light? My ambient light is on 5, so I'd expect to see some light if it was there.