> There are technologies that will accelerate the rate in which ships get repaired. understood, but there should be some basic bonus for being in orbit around a planet and additional bonus when the planet has "drydock" infratructure in place. However, I was thinking that any bonus might be delayed 1 turn to simulate the "setup" time it would take to analyze the problem and assign resources to fix it. Is GC tracking the # turns in orbit. There could be a number of posit
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It could probably wait for v1.1. Brad, Have you investigated using genetic algorithyms, Neural nets or other AI self-learning techniques? Would the time/effort of implementing these offset individual AI code?
I know Brad has expressed dis-interest in allowing interactive ship design, nevertheless the ships in the game should have various types of weapons and various types of shielding (missles vs. rays vs. ?) with appropriate tech trees. As I have mentioned before "Starships Unlimited" impliemnts this type of variety in their weapons and shielding as well as the build-out option in a reasonably clean fashion. Another feature is the ability to "tune" the aggressivenes of the ships from ("run
I finished a large map this weekend with +600K score which would boost my standings considerably. I submitted it via the UI but it does not seem to be showing up. I have not started a new GC game yet to overwrite it, is there any way to submit a game "by hand". A progess window on the submission where we could see optionaly see the handshakes go to completion would be nice and make a handy debuging feature as long as we could scroll up and select the whole conversation into the clipboar
I have been in this situation and been able to successfully destroy the ships. Bear in mind I was using Avatars for this, but it should work for lesser ships. Surround the star with eight ships. Send another ship to square up/right from the ship station up/right of the star. Send that ship to the square down/left of the star (i.e. on top of the ship already there). The ship moved in this fashion appears to correctly "see" the enemy ship and fires upon it. Moving it just Up/Down or L
1) After it has been traveled by a survey ship, add a mouseover ballon indicating the sector/system where it leads. 2) allow other ships, of sufficient level, to use the wormholes after they have been survey. Mercantile party freighters especially, it should increase the cash flow by allowing the freighter to make more round trips in the same timeframe. 3) Have the wormholes take you to different destinations depending on the direction of movement. Some directions might not wor
Jumping a survey ship through a wormhole should break the lock of the trailing chaser ships. Exceptions: A chaser within X squares can track the entry. If the chased ship can make it though another, nearby, wormhole the lock would be broken unless the wormhole was in a sector that contained a world owned by the chaser AND the chaser race had instant communications researched.
If the game does not already do this it should. A ship in orbit should repair faster than one ion free space (+1 per turn). If the plaent has shipyards researched and additional bonus (+2?) should be applied.
Discovering an asteroid should initially cost you X credits to send a mining team to it. It should then cost you Y credits over M months before it starts to return Z credits for R months after which it will be exhausted. You might also be able to trade the mining rights to another race to cash it in for a smaller total value than if you had run the whokle development deal. You might be able to invade another races mining facility, whereupon it would cost you maybe half as much to replace their m
A "fleet retreat" would be even nicer. I am not quite sure how the mechanics would work, but the concept of one or more ships below a threshold damage level would cause the entire fleet to attempt to make an orderly withdrawal. Defense penalties should probably apply. I think Robert A. Heinlein (or was it Jerry Pournelle?) remarked that many battles that would have been won were lost by not holding the line. A retreat should incur a reasonable probability that it is not the best strategy to use.
The suggestion was to make them optional and the design discussed (i.e. flag the transitions) should make them happen on a less then frequent basis. Besides I LIKE pinball, have a nice 40 year old, all mechanical, game in the back room. Only 5 digits across the counters and you have to be GOOD to hit 99,999 and roll them in a 3 ball game.
I am also addicted to my scroll wheel. Hopefully we can dream up some nifty function the can be invoked with a wheel click/double-click maybe go to a personalized layout.
I think what is being requested is that attacking a ship should get an "are you sure?" prompt if was is not declared or, optionally, that mis-clicks not start a war by mistake. I have done this twice myself, destroying a friendly freighter when I mistook it for some space junk because it was at the edge of FOW and the other just not aiming correctly at the enemy I intended.
WBN (would be nice) to have a sound cue when a new turn begins indicating the spending status mirroring the colors. positive income: beep-BEEP negitive income: beep no color differentiation yet WBN though. deficit positive income: BEEP-beep deficit negitive income: OOOO-GAAAH or something similar. They have to be optional (programmable WBN) as that kind of repetion can get obnoxious. Maybe only when a transition is made so when you go from positive
I am going to be insufferably pleased with myself dor the next 24 hours. I am in the top 10, my submissions showed up the day after I registered. Looking forward to the next build so I can stop finding bugs and complete some games to let me move up.
Do you have the latest DGM? 0.66b is here: http://storage.stardock.com/files/dgm_066b.exe Please post any error messages you are getting.
I like the idea if being able to resurrect and protect an "extinct" race. Maybe the AI would learn something from the lesson of being exterminated?
Will the GC AI evaluate the actual/current offensive/defensive capabilities of the ships it can build? A long time ago in a GalCiv far away I bought the shipyards module and did a very sneaky thing, I upped the damage of the lowly laser by 20 times or so (I don't remember exactly how much, I _said_ it was a long time ago). It allowed to create scouts that had little defense but could really pack a punch, 3 or 4 of them would take out a Avatar and I could build em like popcorn. The AI's never
Download the game manager: http://www.stardock.com/products/drengin/default.asp?page=downloads The set the option to "Show Betas" and install GC
There is a game "Starships Unlimited" (www.apezone.com) that someone mentioned in the newsgroup about a year ago. Very similar to GC in concept, probably inspired by GC-OS/2. Anyways, the AI's war, ally and make peace amongst them selves and with you. Mostly based on the proximity of systems you have claimed to ones that they had, i.e. within their territorial borders. Done well enough to justify the $30. Brad I recommend Stardock at least download the demo so the programmer can see if there is
An advertising promo, when you are tired of the ones you got for Xmas check out GC on Feb 1 (or whatever the release). Different enough that it maght hang around in someones consciousness.
A box with (known) ship types that you could check so that you could see only transports and colony ships. Or just battleships. A status check box indicating in orbit sentry guard etc would go well with it to narrow down the list to a manageable sice.
It would be nice to be a to flag a system when surveying or scouting so that it would be easy to send a colony ship when its built. Even better would be "filinga claim" where 1. Evil reaces would usually jump the claim 2. Neutral races jump the claim when over, say, 20 3. Good races would usually respect the claim. Modifiers could be applyied using relative military might and cash-on-hand, cash flow. A strong military and a poor cash position would influence a Neutr
I certainly dont expect to see this in the first release. I would like to see trading fleshed out. Something along the lines of the traders in RAH's novel "Citizen of the Galaxy". Where a ship makes multiple stops and "trade up" goods acquired at one port at another. At the minimum a "triangular trade route" like the "Slaves/Sugar/Rum" of the 16th-19th centuries. In addition the value of the trade route could be more complex depending on the capabilities of the planet to support land/se