I want to mention this so that it gets nipped in the bud. In a mod to Space Empires IV, a 180kT Explorer class vessel can hold four guns, and a 200kT Escourt can hold five. Investing in a 300kT Frigate buys you a ship that will double that to ten guns. But going the next step up to a 350kT Destroyer doesn't even get room for one more gun. This has happened because there is a charge for crew quarters and life support that goes up in steps, and th
AngleWyrm
, and then complain about the level of realism on some other point, perhaps I need a cup of coffee! Not directed at anyone in particular -- I've done the same thing.
heroic crew, ship caputure, boarding parties, tractor beams; are these things we want to play with?
-scenes, rather than pre-rendered stuff. Another good reason is the megabytes of movie files that it would save. And also, the ability to do scripted story writing with in-game stuff.
double-post deleted. sorry.
Been playing the Star Trek mod for SEIV lately, and have been beating the tar out of it. At first I was playing with one homeworld, high cost everything. After about six to eight years, I was da man, and second runner up was waaay behind. Geometric progression had caught up, I had attained critical mass. Ok, so tried changing the player settings to ten homeworlds, max tech. In about two years (twenty one turns) I had ninety planets, and the second runner up had only
Every now and then, I try to hold the suspense too; it's some slippery stuff tho ain't it?
m work setting off that red-vs-white pattern. At a third detail level, there are indications of surface texture and paint weathering.
f a bajillion back and forths is the elimination of all secrets -- it seems like a close approximation could be achieved by letting both sides know everything there is to know at all times.
ble to go back and revisit to the saved position later. It's the same thing, really.
e good if sensor range was a technology the player could research. Or if building a sensor array of many sensors into a ship produced better detection range. Like each sensor adds 10% to ships sensor range. That would be a good use of hull-space filling.
fied by calling something "indeterminate". Horse feathers. We just can't figure it out.
a star, and a Dyson sphere by filling it in. Of course that's a lot of star bases...
not log "you" in, because you have chosen not to transmit that info. That is your choice: Identify yourself automatically or manually.
What happens if there is a Cause For War, but the nation with it knows they would lose? Do the small go to war and die?
tios that can be used and still believe that you have a good chance to win the game.
The direction East is usually to the right of the direction West. I like the diamond/slanted version better than the flat rectangular version.
to a predefined path is why the land grab sucks.
the bottom of the current turn's situation report.
ones the player leaves for later to risk enemy development. A bunch of that is decided by stellar geography and nation placement -- whatever choices remain are where there is room to play with the colonization rush.
he Torian front was interrupted by Torian assault squadrons, the third such attack this month.
stination button. Maybe we will have some sort of waypoints/patrol routes, as well as actions taken on things within sensor range.
he shipyard build an inexpensive mine and sattelite deploying shuttlecraft, which launches those defenses as they come off the production line. The shipyard then builds the more expensive starbases where appropriate.
I hope so, that .NET stuff is an extra operating system requirement.
ne could conceivably have up to about speed twelve.