AngleWyrm

AngleWyrm

Joined Member # 673850
0 Posts 3 Replies 9,020 Reputation

Starbases are limited by being spaced a minimum of four squares apart (three empty squares). Each grid sector is twelve sectors across, which means that the maximum number of starbases in any given sector is nine, in a 3x3 grid. I've done this with freighter enhancements, when all my routes ran through one sector--FAT paychecks :) But that is very expensive. Mostly, I've gone for at two fully developed (+50%) economy boosts, and then worked up one of them with with influence mo

5 Replies 364 Views

Something I'de like to see is to allow the players to write directly onto the star map! Arrow lines, territorial circles, and text notes. And in the multi-player game, these things could be sharable with allies, or made public, on an individual basis. "Reinforcements from HERE to HERE; ETA: Turn 12"

116 Replies 4,018 Views

I rather enjoyed the depth of detail that was present in MOO3. I didn't like the temporal aspect; it took dozens of turns to get anywhere, as my entire empire slowly crawled through the lanes. It would have been a lot more fun if the return on time invested was a bit higher.

96 Replies 3,933 Views

What about planet names? I've noticed that the Sol system planets start out with "Earth", and also "Mars" and "Saturn". Others are often numbered SolVI etc. How is it that these planets get custom names? I would like to be able to name some of the more important places in my galaxy. ~SDC~

5 Replies 203 Views

End-Of-Turn automatically starts, before I've actually finished working on my stuff (financial balance, research, build queues, etc). This happens when I move a ship, but it was the last ship that didn't already have orders. This usually means that some of my newly completed colony ships don't get launched on time, because I want to manage the amount of people taken from the planet. Possible solution: Instead of auto-starting the next turn, have the end-of-turn button change colors to i

91 Replies 6,474 Views

[quote]It's not a bad design because it keeps people from easily passing around save games to be resubmitted by other people.[/quote] Resubmitting save-games is a bad thing; that is a way for poor players to pretend their reputation is more valuable than their performace. That psychology should be put in it's place, as it is a lie. Not worth having. Passing around save-games is a good thing. It's the gamer-equivalent of home movies, and it gives the game audience participation,

11 Replies 600 Views

To run some test experiments, there's a customized save-game in the library/misc. section, titled: "Freighter trade routes test game" You start with four worlds above four trading partner worlds, $10k in cash, and a freighter on each planet. It's a good way to test theories :D

11 Replies 600 Views

Documentation improvement; currently I cannot save a working custom map, and it's probably because I'm doing something wrong. I'de like one page of How-To for map creation. Where do the files go, what must be done to play a custom map, what fields have to be filled in, etc. It should walk through making one small map, and running it.

3 Replies 333 Views

Here's something I just did on a huge map, that was a very profitable exchange: "So we got this here hyperspace drive, which could really get your folks around. All we ask for in return is a small fleet of those cheaply produced freighters you've got going..." It was great! I traded for most everyone's freighter fleet, and since they were all strewn across the galaxy, I got some cheap exploration time, locating homeworlds, making contact with a bunch of aliens,

8 Replies 2,868 Views

Suggestion for improving fleet tactics: SCREENING DEPTH. Works like this: A fleet would be sorted in player-chosen order, left to right. This is the fleet's Screening Depth, and vessels at the front screen vessels in the rear. You can choose to attack a ship that is beyond the first ship, but at a cost--the defender gains one defense point for each ship screening it. For example, I attack a fleet of three defenders and one star fighter, and the star fighter is in the back, prot

91 Replies 6,474 Views

The campaign/scenario pre-info screen, where it's supposed to say what the scenario is about and victory conditions, is usually blank. It came up with text once out of twenty, although I don't remember what I did differently to get that. The victory screen at end of scenario has text tho. ~SDC~

91 Replies 6,474 Views

SUGGESTION: Something that could be better in the UI -- If I select "campaign" from the main menu, I am committed to loading one of the available campaigns. This is a problem if I am testing my mods and don't see it on the campaign list. It would be good to be able to hit esc/back to return to the main menu instead of being forced to load just because I wanted to look at what was available.

91 Replies 6,474 Views