I'd like to see your cities and towns have a governor that you choose from a list and assign. The governor need not be an actual unit on the game map, but more of a statistic. The governor would have strengths and weaknesses, and you could chose him based off what you want the town to do. Want a town to produce the tools of warfare your empire needs? Pick a governor who's well versed with industry. Need a farming town to feed your empire? Find the governor who unde
Cuddlelump
Personally, I dont mind the concept of game over when your channeler dies. But I do prefer that their be safeguards you can acquire to make that harder, beyond the fact that your channeler is very powerful. They need to be effective but also limited to some degree. Here are a couple of spells off the top of my head that could fill the role of protecting your avatar. Escape: An early spell, which you cast on yourself and then forget about it. The spell stays in effe
I'm still not sure how the unit creation screen works, if I give a guy a sword, is it always made of iron? Or do I actually choose what to make it out of? I'm hoping its the latter, and not the first, since that would mean we'd have to research swords IV to get mithril swords or something. hehe
Focused research could be interesting. It'd be great if it could be done in such a way that the game did so based on your needs, since that is how most techs are discovered through necessity and happenstance. Say you're focused on military tech and have been for awhile. So the game sets out to research your next tech, and it looks at you're empire. Because of your focus on military power, you've surpassed everyone else in the game, you have no match for your knowledg
The good guys get reincarnation! :) Boom you come back...the question is however, what do you come back as? hehe I think its about equal with having an item be the end all of your existence. The spell cant be destroyed and can always be recasted, it just takes time...where as the item is there always until destroyed.
[quote who="vieuxchat" reply="9" id="1931929"]Oh yes! Options are good! In the successor way I would prefer a disciple that don't become as powerful as you were. Maybe some kind of "if the disciple become more powerful than the master then it leaves" So you have to be careful in your entitlement of your disciple. In the item imbue thing. Why only fallen could do it? Good avatars could also use it and send a part of their power into the item. the clone part may
What I think would be the best overall solution is to have a variety of options when it comes to preserving or otherwise saving your channeler when he is killed in battle. Each choice should be permanent and have its own set of strengths and weaknesses. <span style="font-size: sm
Simple fact of the matter is that the big time pirates will take hack and pirate if they want it no matter how good the anti-pirate software is. The most frustrating thing is that often times the anti-pirating software actually distrupts the honest consumer and makes their legal copy buggy and infunctional. I just highly doubt pirating is the big issue here, I think its simply the easiest one to point the finger at, and the flasher scarier problem. Personally I blame poor quality as th
High tax rates really dont mean much unless put into context. For instance, would you care if almost all money you made was sent to the government, if that government gave you everything you needed and a little more. And what money you made was for luxuries only because anything else has already been provided. You'd be pretty content, no financial worries, and the only thing you'd have to be concerned about is whether you wanted to upgrade your computer into an uber-puter or maybe buy that 100"
Does PQ influence the maximium population? Cause I have PQ 16 planet which could support 40B if I wanted it to...but population growth goes stagnant at about 22.5B. I even tried transplanting people using colony ships. So I'm guessing that must be the case.
You can also give yourself a non-trade and non-stealable tech that boots miniaturization too. Thats if you are in DA...in DL you can do the same, but there is a chance the AI might end up with it somehow.
I used this event to my advantage once, as it happened fairly early in a game, I too had been preparing for war with the Drengin. The event happened, and all hell broke loose. Trade went down the toilet, economies crashed as vital resourse mining operations and economic stations were destroyed. I freaked out, "ZOMG! How am I suppose to win now?!" Then I realized...hey, no one has an army anymore...and on top of that, even if someone did attack me, they'd find their ships destroyed by
Thanks you guys, and thanks Kyro for moving it, hehe I meant to put it there in the first place... Cool this was exactly what I wanted to know, you all are awesome! ^_^
Ok...yes, its not related to the game, but this forum has some pretty sharp folks running around. Anywho, I'm trying to figure out some probability figures, its pretty simple really, but I cant for the life of me remember how to do it. Essentially I want to figure out how many combinations are possible for 3 six-sided dice. Then, I wanna know how many possible combinations exist to make each of the numbers that can be made (3 through 18). So if anyone wants to help...please
It sounds like they just need to rebalance defense. It used to cost so much because of just how powerful it could be. But now that it decreases, I dont see why it should cost as much as it does, essentially, its "extra" hp now. Useful, but just feels like its not worth the cost. Perhaps defense could be rethought all together...put in absorbing defenses (like hp, but recharged every battle), blocking defenses (stops X amount of damage of every attack, effective but expensive), and eva
will say that espionage is not really open to discussion as it is something I (as the game designer) feel very strongly about. This I fully understand, it is your game, your vision not ours. But that wont stop me from throwing my ideas out. A
Yea, we have different approaches to the same end, which is more depth and fun to espionage with less micro-management. Oh and I do agree with that tile thing, selecting tiles would be limited to destroying specific buildings, most operations wouldnt/shouldnt require such micro-targeting.
The more I think about having spies arrive to planets via special ships with modules, the more it doesnt sit right with me. It sounds ever more cumbersome and tedious, and unnessecary. Instead of making the delivery system more complex to improve espionage, I think expanding upon it would be a better course. Dont just make sabotage the only course of action spies can take, give them other types of tasks. Demoralization, corruption, misinformation, infiltration, and sabotage are a spi
Are you talking about the culture flip? Where a planet becomes yours via influence?
1) Ship speed is sort of what's missing for me in the current system. If I can instantly teleport spies anywhere in the galaxy, why am I bothering with combat hulls at all--can't I just pay more to teleport my troops? Well what I had invisioned was that tasks took X number of turns to accomplish, that timeframe is not only the amount of time it t
An interesting idea, but making them ships just wouldnt make alot of sense. That would still require me to "build" send it off, then manage its movement to a planet. This would basicly turn it into the same mechanic for military conquest, where speed of your ships is often what determines how effective you are. This is also doesnt make sense in the form that, your enemies would see some strange ship come and land on their planet, as would you see one coming to yours. This would make i
Man I just pictured Kryo giving us all a thumbs-up while never tearing his eyes off his work. Which then made me think about Office Space. *happy thoughts* My biggest fear with the multitude of "suggestion" and "improvement idea" posts is that as Developers the folks at SD will start taking offense, and become bitter themselves. Because sometimes even when things are constructive, as
Interesting stuff. Very similar in many respects to what I posted, just with more elaboration in some areas, and some new ideas. I do like though the idea of using agents to slowly gain espionage levels against an enemy. You have some interesting twists to the ever growing beast that is this forums Espionage improvement threads. Anywho, I still think we need like a sticky...or even our own folder! (haha yea right <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.g
I find it bit jerky to "nullify" spies with my own spies, something in the consept just does not do it for me. I agree with you, its too much like "Whack-a-Mole" for my tastes. Yeeees, listen to cuddlelump. He has
FortyTwo, its rather possible really. The active spy portion is similar to the current system really. Leaving the passive aspect to be developed. Not a bad idea. You should check out the other espionage threads, theres quite a few of them. What we really need is a dang sticky where they can all live in peace and harmony...with backstabbing! And FuzzyMatrix...huh? <td cl