[quote]"Culture no longer c*ckbl*cked by allied planets"[/quote] Whoa, wait, what? Man, I was just kvetching. I didn't expect it to go anywhere! That settles it: I'm coming out to Vancouver to wash your cars. -Tom
TomChick
Blair, good lord, thanks! I was totally stymied trying to figure out how to get to those team pings. It seemed that sometimes they popped up, sometimes they didn't! Now I look forward to testing how much I can push the AI around. [quote]We do play team games where one player goes heavy culture and hangs back, we always just make sure he was a single path out of any choke points.[/quote] Well, doesn't that kind of mean any choke points aren't actually choke points? :) If, sa
Yeah, I didn't mean to say the AI didn't use culture, but I hadn't noticed it yet in the few games I've played. I was just asking since I wasn't sure if it was something like walls in most RTSs: a tool for human players that the AI couldn't use. Glad to hear that's not the case. I understand there are issues of culture and teamplay, but it's unfortunate if teammates simply stop cold any culture spread, which seems to be the case right now. It's a blunt solution that could hurt the ga
Pardon the blue language in the subject header, but I couldn't resist. It's what was going through my mind the entire time as I gnashed my teeth and shook my fists. My sad tale is as follows. In a 2v2 game with locked teams, I had a single system as the bottleneck between my side and the enemy side. My teammate and I couldn't really coordinate who got which system, what with him being an AI, and he managed to beat me to the bottleneck system. No big deal, even if he was utterly reta
Remember, if it gets added in, I'll come out and personally wash the cars* you guys buy with your filthy Micro$oft Games for Windows lucre! -Tom * Offer still not valid in some states.
Blair, thanks for the comments! That's some nice director's commentary. As a hardcore RTSer, I guess I'm using Rise of Nations as my model for how it lets the user decide how much info he wants on the main screen. For instance, you can set up a variety of lists in the lower left corner and F12 through them. I'm imagining something like that for the bounty. But it's ultimately a minor issue. And good point about the glow effect on those screens. To Sin's credit, it does give a last
[quote][I] have gotten very cozy with the current system[/quote] I rest my case. :) -Tom
Yarlen, unfortunately the game settings aren't displayed when you load a saved game. You can check the AI levels when you load, but ideally this info should be available ingame. Also, the blue bar for planets is allegiance. The green bar seems to be health. Shadowhal, ah, I didn't catch that the second tier of salvage tech seems to award you resources for enemy stuff you've destroyed. So that's what it's good for! I had thought the entire tech line only refunded resources f
Schod, thanks for the reply, but I couldn't disagree more. RTSs are primarily about economy, and if Ironclad wants the Black Market to be an element of the economy, they need to make it [I]convenient [/I]and [I]easily accessible[/I]. That goes for the information about goods, as well as the process to buy and sell those goods. You're grossly overstating the situation when you talk about a "massive amount of info". As I mentioned in my initial post, Rise of Nations is a good model for
Kryo, uhh, I don't think planets have antimatter. Actually, I think I've figured out that it's allegiance. -Tom
Okay, so my biggest complaint so far -- and it's a testament to the great work you guys at Ironclad have done that this is my biggest complaint so far! -- is everything tucked behind the F3 key. Bounty and the black market are both really cool features. The black market is very much like the typical market function in other RTSs, but with the twist that you can put up resources for other players to buy. The bounty is a great bit of innovation, and I can't think of any counterpart in other RTS
Okay, a couple more questions: 1) On the empire tree and info card for each of my planets, there's a green bar. I presume that's either health or population. Above that is a light blue bar. What is that for? 2) Is there any way to check my game's settings? For instance, if I want to see what the speed settings are, whether teams are locked, the resource setting, and so on? 3) Has anyone found the Vasari salvage techs to be useful? They seem to be borderline usel
Thanks for the answers, guys. I didn't realize star systems had their own jump distance, and I haven't seen a wormhole yet. I eventually figured out the artifact icon. I've also been just shift-queuing a couple of waypoints to set up facing, which is an old trick for us RTS diehards from before the days when Creative Assembly spoiled everyone with their formations. :) Now that you mention it, Blair, I'm pretty sure the trade route stuff was explained somewhere (tutorial or manual) an
So I have a mess of questions based on a recent build -- which includes the manual, so don't give me any of that RTFM guff! -- and I figured maybe some of you beta testers or even someone from Ironclad could help a fella out. 1) I'm a bit confused about how Trade Ports and Refineries work. Do they simply spawn cargo and refinery ships, which flit about earning me money and resources? Or does it matter where and how many I build? For instance, if I've got a juicy ice planet with four
Ah, I didn't know that HQ effects trickled into adjacent states! Good to know. As for a running mate complementing your abiliites, that's huge! So any stat of your running mate that's higher than your candidate's stat is *replaced*? If that's the case, then where in the game can I look at the VP's stats? I seem to recall you don't have access to that info either when you're choosing your VP or even after he's running around campaigning for
As far as I can tell -- someone correct me if I'm wrong -- in the context of the game, your VP is basically a glorified consultant. Like a consultant, he raises your awareness in the state he's located. But unlike a consultant, he also raise awareness in adjacent states (I believe this is the only situation where adjacency matters, BTW). Also, he gives you a boost in his home state, but I don't know how much of a boost or what kind of boost. <br