Only skimmed the thread so probably covered in some respect before but: Even without hyperdrive potential space-faring races would have knowledge of how to get into space and how to operate weapons/defenses there. Having the game start you without any military capability makes no sense to me. Allow me to put weapons on the starport AND ships but basically they will be pretty much useless except for defending system assets (startports and starbases) since they won't hav
polobo
I really like this; and it definitely would increase the usefulness of having multiple starports at a single planet. The main concern, which is there currently anyway, is diverting resources from a single planet between two starports - i.e., if you want to prioritize upgrades 2:1 compared to new construction.
Proof not readily available but if you colonize an earth-like graphic planet it does show appear as expected; none of the other 8 planets I colonized appeared, just like shown above.
Tech: Enhanced Production - benefit "Missing Info +1" Starport: Not obvious the selected ship is indefinitely built; no queue... Colony Ship: Land on planet ->Load "5"; Founded Planet Starting Population "2.5" Need Governor access from planet screen Even w/o diplomacy in the game having the ability to build embassy would be nice... Provide placement capability of starport on main map - maybe limit distance from building planet... Shipyards need "Current Produc
[edit: these are ideas I'd like considered, not how I believe it currently or is planned to work] Green Border - can place improvement Yellow Border - tile can be constructed upon using given technology; can also be terra-formed (turns green) or improved (bonus added) Red Border - Must be terra-formed before buildings can be placed (turns yellow) For instance: Arid-Soil Manipulation Base: allows any existing arids to be worked (yellow bordered - no
On a smaller scale maybe simply have there be a single habitable planet on the map (in one of the corners) that is defined as being "in the next galaxy". You would have to research the necessary technology AND be able to build a sufficiently advanced and large fleet and then send it over there. Alpha Centuari victory on a slightly larger scale. For all those people that don't want to ascend but still show off their technological and product prowess. You'd pro
That was the inspiration - though without the "me designing" part... The only other thing that would be cool would to incorporate "inter-galactic" technologies so that you have to research in order to cross the void. It wouldn't be exactly the same thing as range - though maybe it would enable range to be applied to that area whereas it would not be initially.
With the maps being so large it would be interesting to consider having the layout mimic two (or more), admittedly "nearby" galaxies with extra space between them compared to typical in-galaxy gaps.
At some point you just have to accept "game mechanics". But the conceptual problem is trying to apply modern era planetary territorial rules to interstellar space. In that kind of environment the hybrid nature of influence and political makes sense. I can setup a starbase deep in your territory and, if my people largely hate your people - especially those on said starbase - the likelihood of them changing sides peacefully is going to be slim. Its like a welcome, or unw
Click on a non-colonised planet, see pop-up listing all your owned planets and ships, display owned shipyards if planet chosen - including its (or their) build queues - manage queue - then choose a population. Would still need manual control if you wanted to syphon off population from multiple planets though an interface on the colony ship to choose and arrange planets in order and specify populations to retrieve would be interesting.
I have no issue with physical placement being relatively - if not totally - unencumbered. I do believe the having benefits in some typical cases (nearby to friendly planets or contiguous influence regions) and penalties in others (near hostile planets, middle of nowhere) would add a welcome element of strategy - as long as it can be done without the same kind of mid-game worker-hell that Civ experiences - or that GalCiv experiences with constructor ships. And then the ultimate q
There should be a diplomatic option "assert territorial controls" vis-a-vis a specific opponent. It would be possible to share these assertions with other parties and affect their opinion of you and the counter-party. Establishing a starbase or mining operations somewhere would be communicated automatically if someone is able to see the affect area otherwise you can share that knowledge explicitly. You can also lay claim to unoccupied stuff (asteroids, planets, sectors) - th
I would like to see shipyards be required to be within a fixed distance of a player-owned structure - either a planet or a starbase. I would also like to see a "residential and recreation" module that would be required to support 1 shipyard or 5 mining operations. You then have a line from the mine/shipyard that represents where those people go to rest, recreate, and procreate and then - for shipyards - lines of supply from participating supply worlds and mines. Aside fr
I think it would make the player happy to be able to freely place their initial starport and capital on their homeworld; as well as manually placing the capital on colonies as well. Additionally, how about giving each race one free homeworld building to start the game with - which they can place at the same time as the starport and capital?
GUI Icon coloring - white=on; civ=off - confusing/backward; but it does stand out when they are on...avoid white and have a dulled out color for off and the civ color for on. Starport description is wrong Sticking the capital on Antartica; you should ensure at least a couple of adjacency slots for the homeworld Not obvious that a tile is "mountain" (or other non-plains type) and thus improves wealth
Once you've gotten the equipment in the proper inventory you can click on the shield icon next to the HP bar to actually choose what items are equiped.
I agree on the value of the binary cache. I guess the indexing of the XML "solves" a related issue in that you do not have to load everything into memory but divide your data into chucks that can be loaded separately and only to the (broad) level of detail required. It would likely require a larger effort at this point to retrofit something like this in as opposed to simply loading all the XML into one massive DOM (from raw XML or from a cached binary format), load in MO
I have never really tried working with XML cached into a binary but that does seem to be an ideal way to work with a static DOM. EDIT: To summarize the following - use XSLT to generate multiple indexes that can be used by the loading/creation code to select elements that are then retrieved in full from either the original source files OR from a structured cache also created using XSLT. One thought that came to my mind, to deal with the size and element count iss
Some thoughts: First: Increasing your maximum health (or whatever) without increasing your regeneration rate only means it will take longer to recover a given loss. The amount of loss is a function of your opponent's capabilities. If you can survive a battle because you have more health, and then have time to regenerate at the slower rate, then increased regeneration has no meaningful effect. Second: It is not only the choice to add additional ships to an existing
When comparing the cost of a SB Hangar against 2 tactical Hangars are you considering the price of the 8 tactical slot that you are buying as well? Of course, the tactical hangars also get flak cannons which could be considered a limited form of a fighter so that is a good reason to build them when possible and only use the SB if you want even more SC in the GW.
As mentioned elsewhere leftover units of conquered soverigns remain on the map; cities disappear however (should be reversed - capture cities but kill units). Better yet, have them convert to your side. I also got the "road bug" I saw in another post - where the game eats up a single processor (dual core system with constant >=50% load) Question - is the revenue/expense model working? It doesn't even look close to being stable and so I figured I'd ask
Units can stack in a couple of ways: Armies Settlements In either case "un-stacking" a unit causes it to immediately move to an adjacent tile compared to where it is stacked; which appears to be random. Random is not good, especially for detaching from an army. Should give the user a grid-selector cursor when they click the little "eject" arrow so they can indicate where to eject. Also, with settlements, the number of tiles should b
With my soverign and a scout standing on the same tile I hit the TAB key and the screen scrolls to the lower-left corner where the compass is (and the compass seems to disappear). Hitting TAB again goes back to "The Soverign's Army". I have no other units on the map - though a squadron is inside my captial. I was trying to cycle to the captial (which TAB normally does) and discovered this bug. EDIT: Even after moving my squadron out of the capital I still only can TA
First launch did not generate a map. Once I finally got a map the soverign could not move (ever); and when I founded a town I could not build anything. (2nd Game Worked Fine - though first game when the soverign settled the town he remained visible on the town tile whereas the 2nd game he disappeared into the town) Pop-ups (e.g, Research Completed) need to have their "OK Button" acquire focus so hitting "Enter" clears the screen instead of issuing an "End-Turn"
Just did a double-take on the "layered monsters" thing: aside from massive numbers how can the "lower" dungeon levels contain stronger monsters while the upper levels contains lesser ones (though in somewhat greater numbers)? I guess the lower levels may not care about getting out into the world and instead happily guard their treasure from the weaker upper levels and thus to get to the treasure you have to "bypass" them but would you want to incorporate each individual layer defending agains