Hey Pascal! You still playing Dominions or have you gone sour on it like I have Et parceque vous ne saviez pas mon nom ici, je va vous direz je suis Mike.
ubertaco
ubertaco, calm down. There's no need for ad hominem attacks. Sorry, where did I attack you? I merely reply to people in the tone in which they reply to me. The first part of my reply was not directed at you at all. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Bo
I think you are very confused. You see, if you wrote "Death to Micro" in a post and I quote you as saying that, then it is exactly what you said. And you obviously missed the context in which you misquoted me. Further I already explained the 'Death to Micro' comment, its a matter of degree, its a mat
Moo3 was built around the concept of killing Micro. When you said you wanted the Death of Micro, I was pointing out, that game already exists, and your side never supported it. Its the perfect macro 4x but as you said you Are not on its side, even though it bent over backwards for the anti-manage my Economy crowd. Don't want to r
You already have that game and its called Moo3. We all know how well that went when they listened to that idea. There shouldn't even be this discussion anymore after what your side accomplished with Moo3. My side? I'm not on the side of micro in MoO3, but if you want total indepth micro you can do it
The Social to Military system is a good way to punish the skilled players willing to micro. Maybe that's the intent? Death to micro I say Though really it doesn't change much of anything. Once you have more than a handful of planets
LOL!! Come on Brad, surely your mom isn't eligable to win a T-Shirt
- percentage sliders for military/social/research independant, so each can be set from 0 to 100%, 100% meaning that all buildings of the type work at max capacity. - For balance reasons all buildings must therefore produce about 80-33% of their current amount. This changes noting, so why bother doi
Saying "it is because it is" isn't an answer at all. Of course its an answer. In fact its *the* answer. Its really not anyones problem but your own that you don't like the answer. <TD class="mb-B
Is this really the case? WHY???????????????? It doesn't make any sense!!!!!! Well that's your opinion. I think it makes perfect sense. In the end its the mechanic that's in the game, so once you learn it you can plan accordingly. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF3
For example, let's say I have one planet with 5 rps and 10 ips. Forget bonuses for now. That means the planet can spend 15 bcs per turn. Actually it doesn't mean that at all. It means if you fund either at 100% you will get your 5 and 10, but 0 in the other. <TABLE cellpadding=8 width="95%
I'm glad that the devs listened to those who wanted to have tech trading optional, but I'm wondering if they would consider a 3rd alternative to the issue. As I understand it with the no tech trading option it means exactly what it says, no tech trading period. I think the main 'abuse' was in tech trading for BC, not so much tech trading for other techs. So, I'm wondering if it wouldn't be possible to add the third option of no BC in tech
This is the only way that you will be able to use 100% of a planet's potential. Right now, if you put 100% in research, you waste all your production points and vice versa. With something like this, you can use both your factories and labs at the same time (if you can afford to, of course) Though you
If your social spending is too low you can get some wierd values for how long it takes to complete buildings. I don't know though, I've never seen the behavior you are describing.
Unfortunately, the only problem I still seem to have is that I've had a factory saying '1 turn' for completion for three turns in a row now... Each turn I was building 1 social and there were no changes in my facilities or spending rates, so I'm totally lost on that one still... Well if your cas
So, certain that my second factory will produced as desired at the end of my first turn, and confident that my population will be at it like rabbits due to my fiscal generosity, I press the Turn button... You do not get the factory (or building) the same turn as you buy it, it comes the next turn. I
The way research, social production, and military production are going to work is that players will see X% increase in their production. Half of that production will be "free" (i.e. won't be charged) and the other half won't. But to go along with that, we're going to tweak the starbase mining modules as well as the starting a
Still, I think you have missed some of the potential strategies of the game if you have never bothered with defenses - late game you can seriously upgrade the survivability of your ships if you use matched defenses. Well one counter to that is that you would rarely reach this 'late game' where this is
I'd love to see a Blood Bowl type game that's actually decent actually. Chaos League (starforce aside...) just didn't quite cut it as it was realtime. Yeah I know there are some oldies out there, but they don't cut it for me either. MoM2 was discussed by SD back during GC1, never heard about what happened to that project, though it migh have morphed into this MMOG nonsense (kidding) they are doing...
I think going forward the rule of thumb will be: Provide places where people who want to know all the numbers can, if they want, find out more where they come from and clean up areas that aren't intuitive. Sounds like the most sound option to me. I am a recovering power gamer, who l
Brad- Have you thought about adding a concept of war weariness? I'm not sure exactly how it should be impelemented in GC (compared to say Civ3&4), but it might be an interesting method for forcing some wars to come to an earlier end. I'm thinking you would need to track damage more than just time at war, and either add some new techs, or provide bonuses to existing techs to lessen the effects of it. It could also play into the e
Really there is no reason why combat shouldn't be simultaneous. Adding weapon fireing speeds would also work here. You could make weapon mounts which affect the size/cost/rate of fire for the weapons so that for smaller (less damaging) guns they can fire faster. That would be an optimal design for taking on ships with no or low defense, but for ships packing defense you'd need the slower firing, but more powerful guns.
Mars is still best off with three labs. Why? * Factories are only useful for two things: building social or building starships. * Mars will never be able to build state of the art starships quickly. You assume though that your only options are factories or labs. Not true. In any case
If we are given the ability to drive our economy to its maximum ability based on capacity and money, there may need to be some rebalancing done... perhaps just reduce all capacity numbers by 50% You seem mathematically competent enough to understand that doing that would result in no difference
Why can't I have lower taxes on overcrowded planets, for instance? Or run my 3-Lab Mars planet on research all the time? Why is Mars's Research Focus spending based on its FACTORY output, just because at the moment I'm running 100% military spending? Those focus buttons are a giant PITA. My Mars can put out 56 beakers if I run 10