I like to join the club. I've played GalCiv for OS/2, have time to test and 17 years of programming experience. Signed up with mailto:[email protected]
Heckur
In MOO2 you have a setting that turns automatically pass, until something happens. So you press the 'Next Turn' button once, and it keeps going on.
For me, the most important missing feature is the ability to edit my posting after i have submitted it.
For me, the shipyard is a replacement for the OS/2 version's feature, where your ships had to move to their home planet to be repaired. If this feature is no longer implemented, ships can be repaired on any colony. So if you're having a war, any nearby frontline colony can be used to repair ships. That's a bit unrealistic. On the other hand, ships having to return to their home planet is also unrealistic. A shipyard is something you build on a colony with good production. The colony mu
I like that idea to base ship speed on the hull size and the engine tech . You start with simple engines, which gives medium ships a base movement of 3. Small ships move faster and big ships slower. This enables you to create fast scouts. If it becomes possible to design your own ships, then maybe speed can also be dependend on the number of engines you put in the ship.
If a defending fleet has some attack ships in it, you could give initiative to those ships first. Justification: attack ships in orbit hide behind moons or in astroid belts and launch a surprise attack on the attacking ship. In that case the scenario becomes: 1) Attacker attacks colony 2) Attack ships orbitting the colony attack the attackers first 3) The attacker attacks the remaining ships in orbit.
Sounds good. For me such a list a very important. I play a lot of MOO2 and use the list for most of my build decisions. To be able to sort on any column in such a list is a must. Also a simple filter to apply would be very handy. Like: - display only colonies with bad moral - display only colonies with good production Another data item to sort on could be: distance to a star system of choice. In this way you can quickly select colonies with good production nearby the frontline,
Also, is it still necessary, like in the OS/2 version, to send ships to their home planet in order to repair them? I never liked that. Instead, the idea to have shipyards to built AND repair big ships is much better in my option. You still need to send ships away from the frontline for repairs, but you don't need to cross the entire universe, just because a ship was built on a distant planet. Also, do you have some design doc around that I can read? Just to avoid some questions.
For me, a good AI and UI are the most important for a strategy game. The ulimate goal is an AI that doesn't cheat and has no advances compared to the player, but still beats you. Like losing from a chess computer.
To simulate the colony startup time, make the first thing to build a fixed project: foundation. The resources needed to create this depend on the number of colonists that disembarked. In this way, small and large colonies need the same amount of time to build this project. Heckur