I am not talking about an increase in tiles, I am talking about a new metric for measuring quality that will make the small bonuses actually apparent. The planets could have 72, or 36, or five, or ten million tiles for all I care. In fact, why do we even have to use tiles: Have PQ be a measurement of how much development the ecology can sustain before collapsing, as opposed to amount of space. There would still be a visual grid, but only for cosmetics and to choose where to put things
Scoutdog
[quote]It would have to be much less potent. There would always need to be significant gains to be had for gaining territory, else people will expand to the "optimum" size then switch to scorched earth/genocide tactics.[/quote] Also, it would need to scale to map size, since on gigantic maps you would be crippled by it much easier than on tiny or medium maps. UPDATE: Uhhhhh... a 5% bonus on a class 50 planet in my metric (which would be around a class 9 in the current system),
What I am trying to eliminate here is the rounding-down system we are stuck with now. Call me OCD, but I want that bonus, even if it is reall small! Besides, I think the higher numbr looks better. And, as Zyxpsilon said: [quote]possibly Industrial Sector number 10 instead of 9![/qoute] The simple fact is, the population, PQ, and morale systems have not changed since GC1 which, although simelar was a fundamentally different game. Now that they have worked on the oppone
OMG!!!! TWO posts w/o plugging X-worlds! You must be slipping![e digicons]:D[/e]
Whoa! I go to school for six hours, and when I come back there's a small army replying to various posts! I will try to get through these one @ a time: on my PQ nubers: Originally, I wanted to have big #s because I thought it looked cool. Now I realize that there is a second , physical improvement: most PQ bonuses are in the 5-10% range. If you apply this bonus to a planet that is less than class 10, it is rounded off and disappears. With bigger numbers, it is not
One thing I would like to see is a rethink of the plaet quality system. First of all, a larger number range for the quailites, where the numbers are out of, say 200 as opposed to 35 or so. The max amount of habitibility would not increase (sorry, no Eden planets w/ 200 habitible tiles [e digicons]<X3[/e] , just a new method of measuring it). Also, have terraforming modules (late on the tech tree, big, costly) that can be used to increase the quality of a planet. Not by much, just three to at
The problem with using state-of-the-art (or even reasonably current) technology in games is that there are a lot of people (including me, until recently) who have very outdated systems. If you make a game that relies on anything too recent, you loose a significant portion of your potential market, and alienate more than a few people.
Yes, GD. I have gone to extreme lengths to keep EF from starting another flame war, and do not want to go through this entire disaster YET again. Please keep your politics to yourself, or go into another thread.
Yes, I see the Federation Marine Corps as the Federation's ground troops, while Starfleet is essentially a navy. In fact, the unfortunate red-shirts from TOS might actually BE Federation Marines. I think the main reason you don't see them in action a lot is because the UFP is a LOOSE confederacy of planets, and a lot of the grunt work is done by local security forces.
Something else I would like to see in GC3: sensor jammers for starbases. If an enemy ship gets within the area of effect (you know the highlighted(sp?) circle), its sensor range decreases by a certain %. Nothing too drastic, but enough so that they miiiiiight just miss that undefended PQ30 planet or the newly-established econ resorce starbase. It also might be cool to have modules that actually INCREASE said area-of effect. Again, nothing too drastic, butenough to make them worth building.</p
[quote]That's it. I'm starting (in the off-topic section) a political debating squad. It shall be titeled Political Debating Squad!!![/quote] Uhhhhhhhhh........... Extant........... you might want to take a look @ this: WHAT!!!??? There was a stickied thread in the off-topic section telling people not to post political/incendiary threads, and now it's totally gone! I will update if it comes back, but...
It is the amount that the component size increases on larger hulls. Where spcifically are you putting the modified file?
It is quite possible. Where, exactly are you putting them? Also, have you made sure to enable the apprpriate mod folder? I forgot to do that once, and didn't realize is for two days!
Changes do not appear in saved games. The save files contain ALL of the information needed to make a game, INCLUDING all of the techs, races, and ship components. You will need to create a new game to make any mods show up.
I have to agree with Zyx here... all of this political debate (which I have to admit I had a hand in starting) belongs in the off-topic section, not here. I'm considering creating a thread for politics, however, and would appreciate your input.
A modded playable race would do nicely, methinks.
There are tons of shipstyles inside of the total conversions. Download the TC, take the shipstyle, & discard the rest. I'm sure the modder won't care. If by [quote]I'm going to be playing this game for a reelatively large group of people pretty soon, and I've been trying to find various mods to help e along and make the playthrough more varied.[/quote] you mean the Metaverse, I feel I should warn you that most mods will get you disqualified if you use them in a meta game!
I am glad we are all in some semblence of an agreement. Now, about the tech tree: a good way to add some diversity would be to have different types of RP that are produced by different types of lab building to research different kinds of tech: the way it is now, civs use the exact same lab spaces (and one would assume the exact same laboratories) to research everything. As an armchair scientist, I find that truly absurd.
I am trying to get Extant to stop this nonsense too! He's more than a bit out of control. However, the quote above is not personally insulting: it's rather... undignified, but not aimed at any particular individual. It contradicts your ideology (to put it mildly), but it does not insult YOU, personally.
It might be cool to see the diseases(sp?) from the mega events actually behave like like a real pathogen: They would start as an outbreak on a single planet, and could spread to nearby planetsb/c or refugees & other traffic unless you established a quarentine, which would seriously hurt economic output and cut planetary morale. Any ships built on an infected planet would have a chance (increasing each turn) of becoming a "plague ship". Once this happened, the ship
I think that the problem is that they combine a massive production boost with powerful techs and imps. It is not a good idea to charge slightly more for really great improvements, then make that production increase moot by boosting a race's access to factories.
Uhhh.... Extant...... it's actually called "Operation Iraqi (no U, btw) Freedom ". I must agree that the war WAS fought over oil, but let's at least TRY to stay on topic here. Good pun, though. Oh, and if you create another thread specifically about the war, I would be happy to join you.
Believe me, I find the actions of the old Japanese Empire quite deplorable. They have a new govwernment now and are sufficiently non-agressive, but the WW2 version was truly atrocious. As for Sole's balence system, I support it wholeheartedly. I definately think that some scaling-back is in order. UPDATE: I also want the AI to have some understanding of what various techs actually DO, and balence them accordingly. For example, if there are few or no extreme planets in t
Before this entire thead dissolves into pointless bickering, I would like to make a suggestion for what I want to see in GC3 (Now THERE'S a novel concept![e digicons]:omg:[/e] ) It would be nice if range and maybe also speed actually scaled up depending on what size map you were playing. The way it is now, on tiny maps range is basically a non-issue, while on immense everything is too slow. Might be best to even things out just a little there.