ftp://64.60.177.194/tmp/error.JPG occured after I moved scout ship to explore map
Master_Lame
ok, I give up
I'm playing with all AI being "genius". I got 72 planets and my population is lower than that of Drengins who got only 3 planets! an alien can colonize a class 10 planet and get more production out of it than I get from class 20 planets.
by the way, the AI is definitely cheating, at least in begining of the game. Can the developers explain how the AI cheats?
"I don't think you gain anything by being able to "protect" planets you haven't colonized--the other races will do the same thing to you that you are doing to them. Besides, it doesn't take any longer to create, say, a defender than it does to create a colony ship in the first place." - that's a bad arguement. If you think like that, simply don't send your ships to protect planets, but let others do it if you think it's a waste of their time. Besides, it makes common sense to allow any
This thread will be used to collect different ideas that are too small for getting their own thread. 1) Allow all space ships to enter planet orbit even if planet is not colonized, or if it's colonized by someone else. Reason: I want to prevent enemy from colonizing some planets. And I want to prevent some enemy planets from getting reinforcements. 2) I want more nebulas, and bigger ones. I want some nebulas to have special effects such as: a) scanner radius drops to ju
hmm, I'm pretty sure missiles will dominate space combat in the future. I'm willing to go into logical explanations if you are willing to argue using logic and science. Last semester I finished a "discrete mathematics" class, it's basically about propositional logic and proofs. It'd be kinda fun to try apply it in real life, interested? overall I'm dissappointed with how people on these forums react to combat ideas. They often go against my common sense.
check out the beginning of my massive invasion! ftp://64.60.177.194/tmp/inv.bmp
Lucky Jack, about the voting thing. It doesn't matter than the Drengins didn't know how other aliens will vote. It's strait common sense to vote for yourself, especially since they had the 2nd largest number of votes. The algorithms need to be revised
nice work! I wanted to have something like that
concern: Take a look at this: ftp://64.60.177.194/tmp/event.JPG The picture and description don't match. Also, how come I can't quit that message by pressing space bar or enter key? All games allow enter key to function as Done button.
another bug 2: Take a look at this: ftp://64.60.177.194/tmp/vote.JPG Why did the evil Drengins voted for the goody Altarians? They could have won if they voted for themseves.
another bug: As you might already know, space ships can attack things even if their current number of moves is 0. I was able to attack 3 ships next to me even tho I used up all my moves by flying: ftp://64.60.177.194/tmp/neg.JPG
I'm currently majoring in computer science and I can code in C++. I am willing to try help you guys code the game for free, as a learning experience. If you can provide me with technical specifications of some module that doesn't deal directly with graphics, I could do it.
ok, I can live with that. For some reason, this game seems like a cross breed between Heros of Might & Magic and MOO. Anyway, I have a few other ship combat ideas: Missiles! why do I get the impression that nobody uses missiles? At least the technologies I discover seem to focus on energy guns alone. Ranged attacks. Is there any chance you could have a sort of artillery or long range missiles in game? Here's a big idea: Why not add Engineering Department a
On suggestion 2: ok, I don't mind having what Lucky Jack said under one condition: right clicking on the event log window will remove that event without taking you to the planet interface. Suggestion 5: I want an in-game encyclopedia. I want to be able to get information on all key words that appear on my interfaces. This can be done by having the "?" button on all interfaces. So I could click on that and then click on a word or field I'm interested in. It should pop up a small wind
looks like my img HTML code didn't work in the original post. Here are the pics I wanted to show: ftp://64.60.177.194/tmp/manu.JPG ftp://64.60.177.194/tmp/unfriendl.JPG ftp://64.60.177.194/tmp/completed.JPG About the ships in orbit, here's what I think you should do: do not ignore them on the first turn they are built, then if the player chooses not to move his newly built ship, the game can ignore its moves. This would save me a lot of clicking that I always have to do
1) Automatic end of turn: it happens even though “ships in orbit” haven’t made their move yet. 2) TAB key: it supposed to select the next unit which still has some “moves” left, it doesn’t do so for “ships in orbit” 3) When holding mouse over “show manufacturing graph” button on main window, button info is shown wrong: 4) In the Foreign Policy interface, the word “unfriendly” is easier misspelled or doesn’t fit: 5) Some planets are showing differentl
I think I got it now. The key to rapid development is in shifting the "Income Distribution" to 100% at one of the 3 areas. First I did 100% Military, then after a few turns, 100% Social, then after a few more turns I made 100% Research. Things seem to go much faster this way. Also, the approval rating skyrockets. I was able to push Tax Rate to 70% and still got over 50% approval. And when I was doing 100% Military or Social, I could set Government Expenditures to 100% and still have positive cas
I don't agree with you, but I am not gonna push my points further. I wonder what galciv developers think about this. Maybe they like the idea but didn't add it cause they don't have time.
I understand your point, but I believe that any customization is better than no customization at all. Sure, you may end up with the "absolute unit" sooner or later. But the "later" it happens, the better. The goal here is not to make a perfectly balanced combat, it's impossible to "make all units equal". The emphasis should be on providing several different ways of winning a battle. The game as a whole has several ways of winning: conquest, economic, political, etc. I suggest the same m
There's nothing particularly original in current battle system. One could say that its roots lay in ancient board games where players thru dice to determine battle outcomes. Also, it's important to realize that those 3 features I listed above are very fundamental concepts. It is possible to define them in such a way that the game will feel very unique. Take ship customization for example, there are many ways of handling the way you put equipment on a ship, and many ways of doing each equipm
"3/ Would it be possible to make individual setting of sliders for each planet? My suggestion is to have setting for each governor - it would allow fine tuning of production split-up without too much micromanagement." I strongly support this option! And it makes common sense too.
Ship combat in this game is rather simplistic. If you look at other great space strategy games like Master of Orion series and Space Empires IV, you’ll see 3 important game concepts: 1) Ship customization. The idea of customization is very powerful one. Most players want to have that kind of control, it’s fun, and it allows for more complex strategies. Look at game like Diablo 2, for example, do you think people play it for role playing? Or so they can enjoy killing monsters? No! The ONLY re
For some reason, no matter what I try to do, all the "smart" aliens always outproduce me. Their populations and industry goes very fast and I just can't keep up. So my question is: Am I doing something wrong? What's the strategy for outproducing aliens? I was playing in "simple" mode