Scoutdog

Scoutdog

Joined Member # 3256839
4 Posts 7,928 Replies 1,243 Reputation

Here's a thought: have constructors be able to set up small, cheap "sensor arrays" that clear FOW in a certain area. Since thery would be basically worthless if they destroyed the constructor like a starbase, have the constructor be able to build multiple ones before having to return to a home planet and resupply.

1,309 Replies 3,267,678 Views

[quote]So more like GC1's tech tree. [/quote] I second reviving the GC1 tree!!!!!!!!! As for the other conditions, I am opposed to the idea of certain techs becoming available at set time intervals. However, I would like to see other conditions such as finding a certain anomaly, or mining a specific resource/building a specific improvement. Also, more resorces that allow you to do special things and build special ships, sort of like in Civ 4.

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It would be nice if someone explained what, exactly, all of the various fields and things in the FlavorText.xml do. I have no idea what I am doing wrong that causes the game to crash! Here is a sample of what I'm doing at the moment, if it helps: 0 10

39 Replies 201,270 Views

[quote](the game's combat has enough random factors, thank you)[/quote] What random factors? Everything is predetermined based on attack, defense, and HP. If you do 1,000 battles using the same ships, they will always turn out exactly the same way.

1,309 Replies 3,267,678 Views

I like the idea of each hull having its own bonuses, as well as an "accuracy" component to weapons. It would be great if someone better acquainted with the combat aspect of the game could flesh this out a little more.

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I like that! It meshes perfectly with my idea for a recruitment system: Every turn, the computer takes your recruitment number (RePs), multiplies it by each planet's approval rating, maybe divides it by some other set number to balance it out ( I won't even attempt to come up w/ that number right now) and applies it to that planet's population. The number produced from this equation(sp?) becomes the number of soldiers enlisted into that planet's army. The number of soldeirs re

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[quote]It took me quite a while to get the Translator as I had set the tech research rate on very slow. So, it's likely that the AI players each added a couple. As a side note, I assume the diplomatic trading page only shows the techs that can be traded, not every one that an AI race has discovered. That is, only the ones I don't have. I've started another game with Tech Trading on and, this time, I'll keep track of who's got what. I'd also like to try setting the Willingness to Tr

21 Replies 8,103 Views

[quote] then it would be affecting planets and stars nearby. That's the level of power it would take. It would probably collapse in on itself when you switched it on.[/quote] Sounds good! [e digicons]}:)[/e] But I suppose you have a point... magnets probably wouldn't work all that well. Besides, it seems like the mines would repel each other, and since friction in space ≈ 0, they would just keep going, destroying the field. Oh, well... But just b/c they wouldn'

1,309 Replies 3,267,678 Views

The "willingnesstotrade" field is not realtive as far as I know. It seems to be directly added into whatever equation governs the code. AIValue, on the other hand, is relative, and the actual value does not matter except when it is higher or lower than another value.

21 Replies 8,103 Views

[quote]but would be able to defend more than the cubic meter they are actually in.[/quote] Who says that the mines would be that small? Take a 10-Meter or 50-Meter or -heaven forbid- a 1-Kilometer sized metal sphere. Fill it with some kind of explosive. Add a few super-strong magnets. Repeat several hundred times. There's a minefield.

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[quote]It's not a question of making missiles/mines work with "stardrives" or whatever; it's simply a matter of getting the enemy ships close enough to the mine.[/quote] Or the mine close enough to the ship. As I said, if they had really powerful magnets, they would latch onto you from a fair ways away.

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1) Morale works using a linear equation with some variables that only the devs know. People have tried to figure it out before, and didn't get very far. 2) They both get the bonus, but you are the only one who can sell them. The bonus is civ-wide. 3) Try changing the difficulty or victory conditions, but I do not know any way to change the fundamental programming.

4 Replies 5,159 Views

[quote]No, missiles are only deployed in "tactical" situations. Mines wait for someone to get close to them. That part is the problem.[/quote] They are used differently, yes, but the same problem applies: the mine/missile is too small and expendable to support any type od "stardrive", and any ship that fired one while traveling FTL would just run right into it. Still, if I can suspend my knowledge of physics long enough to fire a missile, I could do so long enough to lay a mine.

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[quote]From a reality standpoint, mines are a fundamentally bankrupt concept in space. It's simply too big to mine.[/quote] Not necessarily. If they were in some way "smart", or simply had a really powerful magnet attached to them, they would be drawn to any ships that entered the area. Or you could just use a few million of them...

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Also, if you routinely play as a particular race, you can only decrease the values on that race's tech tree, while keeping the others the same. This will make your techs "worth" less than theirs.

21 Replies 8,103 Views

[quote] I would love to see a ship editor that allows you to create more realistic looking ships with a much greater degree of freedom in designs. The cartoony feel of the gal civ 2 ships was the only thing that annoyed me... Would be nice to be able to create any type of ship of any size and just have a cost on the size and the Tech, Systems, Armor, Ect. and not have to use pre made parts and hulls. This could be used for everything in the game.. Space stations, Mega Battle Dreadn

1,309 Replies 3,267,678 Views