Shadowhal

Shadowhal

Joined Member # 2761571
21 Posts 774 Replies 13,959 Reputation

hm, another thing could be to have a real maintenance cost. enough to make a player refrain from taking a world he doesn't really need, but not too high, so as to be prohibitive. that way, expansion isnt always the best option in a given situation, at least not until your economy is more developped. two problems with this: one is that unlike in tbs, the ressource "credits" which would be the form of the maintenance, is also used for production in sins. sure, you can do some shuffling an

130 Replies 26,813 Views

what if they attempted to conquer what they thought was an inferior race only to find they were not so inferior after all. or maybe had some special talent, like psychic abilites, mind control/ mind reading and the likes. rather boring explanation though, personally I rather go with any kinds of virus-like ideas. fits the description most.

83 Replies 57,169 Views

[quote] It's a food in English too. Just the shape of it prompts the other association [/quote] yeah, we call them "Frankfurter". as I said, I like playing with words an tease people a bit with them. but thats enough spam I'd say. any other uk/ euro players in here?

28 Replies 56,076 Views

[quote] now I'm gonna have a wiener cmonnnn, this is just getting too easy [/quote] tztz, that was a deliberate word play. its a food in my language.

28 Replies 56,076 Views

[quote] I will admit, Europe has a broad, tasty cuisine where America can only really lay claim to bar-b-que (which can be really good) and most of the rest is from Europe. However, for you Brits...we saved you twice. For you Danes and Austrians, we saved you once (and for the Austrians in the house, breaking up Austria-Hungary was Britain and France's idea don't blame us...unless you don't mind the empire's break-up in which case it was all Wilson and we'll be happy to take

28 Replies 56,076 Views

I think psychoak got it pretty right in my view. more planets is always better than less, because you can always upgrade them later and you get a ressource and slot boost ( logistics and fleet), the latter even for free. granted, there is a system already in place to reduce the marginal benefit of additional colonies, influence drop, but I think a more complex planet development that can be an alternative to permanent expansion would go a long way to enhancing the game. sth. maybe like

130 Replies 26,813 Views

hehe, seems like I'm not the only one with a book idea in his head. mine is probably something like a crossover of foundation and hw, but its really just the general plot line and background story that's defined, none of the characters or substory plots that reveal the overarching stuff. probably never will write it, but at least I got it to paper in time, before I forgot. will read through your stuff, but not now, bit too busy.

31 Replies 94,975 Views

[quote] He is not a number, he is a free man. Alright, so then it is set. I'll be in Stardock on Wednesday at 6:00-6:30pm EST. It will be a 2v2 game. Multi and I versus Gauntlet and Shadowhal. It will also be interesting to see (up close and personal) as to how Shadowhal has improved. I already know that Multi and Gauntlet are pretty damn skilled, so I don't expect any surprises there. As for myself, I am still just a weak NOOB that nobody has t

266 Replies 296,087 Views

well, in the early phase it may not be that dramatic, because via planet upgrading you still have an alternative to actual expansion. of course you need to expand at some point otherwise you get stuck in a dead with nothing left to upgrade and your opponent just overpowering you. in fact, giving players more planet upgrades, maybe via research would be a good option, because having smaller well developed empire should be an alternative to a vast empire which is not that advanced on average. but

130 Replies 26,813 Views

the "last man standing" idea from the other thread inspired me to this, however that could happen. basically something somewhat similar to gateway. i.e. you have one big system which is entirely player free and then one or more others, depending on game size, with the players. now, the trick is, we simulate the campaign and after a certain amount of time elapsed all the original sytems are wiped out. maybe make this mode available after you play through the campaign and then have after

5 Replies 1,957 Views

one other thing about grav well objects. I heard the devs said only one object per grav well, but did you mean colonisable or in general. because it would make things a bit more varied for maneuvering and setting up defenses if a few areas in a gravwell can't be passed ( or only slowly) this could be a moon, a series of astroids, unusually large planetary rings or some other feature. basically some of the effects of those wonderful neutral systems inside colonisable gravwells.

297 Replies 220,617 Views

[quote] Well Shadowhal I have east coast afternoons free as of wednesday... 6pm eastern... I know that is probablly a bad time for you, but if you want to get a game in... [/quote] its not that bad. I usually stay up until 2 - 3 am anyway, so it should be arrangeable.

266 Replies 296,087 Views

sat. looks bad, got an invite for a city trip, but sunday should work nicely. at least this time we wont have the time shift problem. I wasnt even able to play a single game yesterday. I'm starting to get out of practice.

266 Replies 296,087 Views

[quote] ok....thx....now what is the max amount of star systems...i know it's moddable....but what is the pre-made max star system amount.....not in multiplayer in SINGLE PLAYER [/quote] well there isnt a definite answer, but lets do it this way. currently the largest map is a huge random which has 5 stars (I think the scenario map aerelian sector has even 6). however this is only for this beta, as far as I heard, before there wa

15 Replies 10,838 Views

yes, a bit ressource-rich and a bit terran heavy, but maybe that was just some random selection gone wrong. replacing those world you suggested with asteroids isnt a bad idea, but I already hard coded an asteroid for every player next to the hw, doing a second one for everybody would seem to much. I would like a script for "Habitable but not Terran". then I could make the corner planets terran (you know the ones on the similar positions like the anomalies) and then make the other nonterran. woul

15 Replies 10,863 Views

[IMG]http://i231.photobucket.com/albums/ee259/Shadowhal/ScreenShot_13a.jpg[/IMG] [IMG]http://i231.photobucket.com/albums/ee259/Shadowhal/ScreenShot_14a.jpg[/IMG] just like I said, tweaked the positions of planets a bit and removed some connections to make it a bit less wack-a-mole. the only thing that bothers me is that the random generator creates way too many terran planets and that its not really distributed very well. the four anomlies are set as random uninhabitab

15 Replies 10,863 Views