SideMancer

SideMancer

Joined Member # 2560803
0 Posts 0 Replies 10,990 Reputation

www.audiogames.net Very nice website, I understand that there aren't many screenshots to see what the game looks like, but it would be nice if perhaps it included some audio shots to hear how the game listens, before I download it?

37 Replies 20,606 Views

A very interesting idea. Makes me wonder if it is possible to make some kind of 'feel' display (I think this technology already exists for braille?) where the pixels push outward instead of lighting up or something like that. Then it would be possible to create a galaxy sim game, where a visually impaired person could feel a map, the size of planets and fleets. Combined with text and auditory information this could make a fun game I think. Playing gigantic maps may get a bit time consum

37 Replies 20,606 Views

Thanks Purge, it is a little more complicated than I thought, but I will try this approach in my next game. Up till now I have been more of the galactic peacekeeper. Then when I want to manipulate wars later on it doesn't work, now I understand why.

9 Replies 7,733 Views

This tactic has been mentioned a lot on this forum but I never seem to be able to use it. When I contact my AI friends to persuade them to go to war with my enemy, usually the enemies name isn't on the list of factions to declare war to.. Does anyone know what the reason for this is?

9 Replies 7,733 Views

@Captainyar For some people, playing the game and designing ships are relatively independent, sometimes I start up the game just to create some ships. So for that reason, it would be nice to have an independent program and/or some more options to organize your designs. For me personally, maybe the editor could be a little more streamlined, but I think an external program is not really necessary considering the effort which would be needed making it.

7 Replies 5,615 Views

A way to kind of do what you want is start a game with the 'Battle of the gods' scenario, with this scenario you have all techs and hull sizes available. I use it to design ships for custom races I want to create in the future.

7 Replies 5,615 Views

After you have built the starbase, move the ships on top of it and do not fleet them. Any attacker must defeat all the ships before it can attack the starbase. Why don't you fleet them? Guarding your bases/resource mines with fleets is a good idea, but in my games there are usually too many resources to protect them all, especially in the early game. When the assasination event happens, spawning little enemy crap ships, my unprotected mines get destroyed. Th

49 Replies 18,165 Views

Galactic recources and starbases are completely irrelevant if you cannot defend them. This is a good point, that is why I created a mod which enhances starbase defense systems. I usually only build Battle stations I and Devastation beam which gives me 16/2/2 attack. Enough to keep my bases and resource mines from being destroyed by weak warships and pirates in the early game.

49 Replies 18,165 Views

In my latest game I noticed that my trade profit outside my booster areas went from about 60 to 17 (for 1 route) when I had to rebuild the trade routes. This really shows what a long-lasting trade route can do for you. Does anyone know what the increase exactly is over how much time?

40 Replies 21,398 Views

@Robbie.price Exellent post, I agree with it entirely, your suggestions could make the fleet combat much more fun and 'realistic'. I suggest a system where every shot (every weapon on a craft) has a chance of hitting the opposing craft of highest priority, and if it doesn't hit the highest priority ship it will hit a "Target of opportunity" (random ship from opposing fleet). While most importantly, the model would improve, it would also loo

150 Replies 106,127 Views

In my last game I used tons of constructors to build 16 fully upgraded econ starbases next to my main cluster of planets. Not only did these bases give me a decent bonus to my freighters, they also magnified production on my main construction world and several others. Now I was able to produce large starships at a rate unmatched by any of the AI players. Talking about value for money; with these starbases I was able to create such a large army that when I declared war, enemy factions would offer

49 Replies 18,165 Views

It's a shame, I think, that with many planets, the value of trade routes decreases relatively. I can understand that it disturbs the balance of the game to scale profits with number of planets, but maybe there is another possibility. There is currently a cap on trade routes. There are many caps in this game created I guess to maintain balance and prevent cheese. But maybe you could remove the cap on trading routes and prevent the spawning of millions of trade routes in another way. First we

40 Replies 21,398 Views

Thanks for all your comments, it seems that moneywise trade routes are not a big deal in most gigantic games, but can be valuable from a diplomatic point of view. I forgot to mention that even though I play gigantic maps, I actually set the planet and stars parameters low so that my galaxies contain less than a hundred stars, making trade income relatively more important. I also felt the reality of the 'pooof goes trade' events many times, which can be really irritating. <

40 Replies 21,398 Views

and then realize the whole chunk should be a little lower, or something. I use 'stick-like' long components (there are several) often as a base for attaching larger chunks. I've noticed that as a side effect if I increase/decrease the size of the 'stick' the whole chunk lowers or lifts or increases or decreases it's distance to the hull etc. For example, I want to make a stack of cylindric containers. Right now, I can only

10 Replies 6,196 Views

I use the basic trade route strategy of selecting a planet far away (usually minor race) and send all my freighters there. Sometimes boosting the route with econ bases. I don't have the feeling that spreading my trade routes over different planets to reduce risk of loosing all routes at once and the diplomatic benefits is really necessary. I'm playing Tough on gigantic. I'm wondering how experienced players on this forum construct their trade routes. Would it

40 Replies 21,398 Views

Humans, seem to be almost exactly the opposite, thinking only for ones self by instinct. Although this seems to be the case for many people, in many other cases this is certainly not true. Just think of the soldiers walking into German machinegun fire at the Somme or storming the Normandy beaches. But did these soldiers consciously and willingly put themselves in these life-threatening situations defending the freedom of others or.. are mechanisms at

10 Replies 15,753 Views

starbase modules should have less attack and/or defense bonuses because you can guard them with fleets now... Are you kidding me? Starbases already have low attack and defense bonuses because you're supposed to guard them with fleets.

45 Replies 20,273 Views

Not bad, but Neutral? Kind of silly eh? But I like it, kind of fits the contradictory ethics/justice in many gangsta rap songs. Many rappers claim to be bad boys, but fair and nice guy at the same time.

146 Replies 100,261 Views