FDHjr

FDHjr

Joined Member # 638833
0 Posts 0 Replies 11 Reputation

Oooo, how about a first-person view in combat where I can pilot the ship and blow up those damn Drengins! J/K :) For GC2 - I'd like to see more major races, after all, the more the merrier! Ship design would be nice to add, but not tac. combat, it's just not needed. And the big one - multiple galaxies! Connected through intergalactic wormholes (vs. the intragalactic wormholes that only exist in a single galaxy) Though I guess the name would have to be change

58 Replies 2,943 Views

I think the Logistics ability is an excellent idea along with the user choosing the type of SB upon build and a maintenance cost per SB is a great way to limit (or slow down) the mass production of SBs. Not to mention a whole new tech tree branch to research just adds to the fun!

130 Replies 9,827 Views

I agree. A maintenance cost along with some sort of limitation to the number of SBs by colony and/or sector would be more realistic. (If realism is what you're going for here:)) Maintenance cost for modules sounds like a good idea too. It could be explained that a SB starts with no modules so the SB has a base maintenance cost (5?), but as modules are added it uses previously unused space, increasing the overall maintenance cost of the SB by .5 per module. Or something like t

130 Replies 9,827 Views

Self-limitation, huh? I'd use the whole '1 SB per colony idea' this includes resources; so if you have 2 possible resources and only 1 colony, wait til you make your 2nd colony before mining the second resource. You can plant them anywhere, no limit on number per sector.

73 Replies 3,508 Views

It's been my experience that the AI WILL build starbases (not just on resources) in important sectors. Example: I built 3 Culture bomb SBs around a sector that had 3 Torian systems in it. A few turns after, they built 2 SBs within that sector. I don't know if they were adding culture mods to it, and maybe this was just a defensive AI kicking in. Eventually, one of their systems joined me, Torians got pissed, and delared war... even though they were 'close' to my empire. Anoth

73 Replies 3,508 Views

I hope they don't kidnap your pets! Everybody's gotta have a puppy or kitty! ;) Yeah, I noticed that on the MOO boards. Got the fanaticals and the nay-sayers. Don't post about anything either way or you get attacked by the other side. Here ya post something in disagreement to someone else's post, ya get a intelligent counter or reply. It's decent, it's polite! Who would've guessed? :)

61 Replies 2,797 Views

Possible bug (maybe just bad luck?) I've played about 4 or 5 games now (all on large/huge galaxy) and for each game both the Moon (volcanic?) and Meteor Shower events hit the Sol system. These events never happen at another system, just Sol.

684 Replies 29,033 Views

I've played about 4 or 5 games now (all on large/huge galaxy) and for each one have had both the Moon and Meteor Shower events hit the Sol system. They usually repeat in the game for the same system. Has anyone ever had these events hit other systems besides Sol?

4 Replies 390 Views

Maybe have different types of SBs, like Orbital SBs, System SBs, and Deep Space SBs. With each type having their own advantages and disadvantages. All could have mining modules for resources, but maybe Orbital SBs only have access to modules with planetary and trade improvements, while System SBs only have access to modules with ship and culture improvements. Deep Space SBs could be used for range and culture improvements. Could even create some new modules off of this idea -

73 Replies 3,508 Views

'hydroponic garden' or 'biosphere', huh? Sounds very MOOish to me, NameLess77. ;) A maintenance penalty on SBs should be implemented. The whole idea that once you build them, they're free money, production, etc. is a bit far fetched.

73 Replies 3,508 Views

Beyond adding more modules, how about new modules - say ones for increasing Research (besides the Research mining bonus from that certain resource). Of course, then there could be whole new techs. I've been thinking about making some mods for this game, this might be a good direction to start from - techs and SB modules.

73 Replies 3,508 Views

Regarding #3 - I believe in the storyline that it says the other races had been spacefaring long before contact with Earth was ever made. Hence they know where the resources/good planets are. Makes sense. But I do wish there was an option (say on the Race Creation menu) to 'level the playing field' and have all races start not knowing where anything is.

45 Replies 1,633 Views

What about limiting the number of starbases a civ. can have according to how many colonies the civ. owns? Maybe like 2 SBs per 1 colony. I don't agree with limiting SBs to orbiting planets or resources. Here's why: Building SBs along trade routes and loading them with trade mods is a good way to make a buck. But playing in large or huge galaxies, very often the trade routes span across empty sectors - no systems, no resources = worthless sector. Being able to send an SB

73 Replies 3,508 Views

How about the ability to initiate a United Planets Council meeting involving whatever topic you want a vote on? For example: I have had the whole 'pay 3% of your total income' vote played against me, and would like initiate the vote to do the same to other powerful races.

689 Replies 29,177 Views