Prime9

Prime9

Joined Member # 776733
0 Posts 4 Replies 91 Reputation

I'd certainly vote for keeping the tech tree relatively compact. Avoid any small incremental buffs and go for things that each have a visible impact on the game - unlocking new units, new capabilities for existing units. It might be interesting to explore mutually exclusive technologies, or those that have downsides as well as a core benefit. Perhaps making the choice between a long range AOE cannon, or a more powerful point blank AOE suicide unit - both could fulfil the similar r

18 Replies 45,932 Views

A good example that I'd love to see used is the Supreme Commander approach: - You can order a factory to assist another (typically, order all your ground factories to assist one that you've picked as "primary") - Give that Primary factory rally points, and queue all production on that factory. In a supcom game that will often be a mix of a few dozen units on infinite loop. - All non-primary factories will simply pick the next thing in the prim

4 Replies 17,369 Views

Logical to some maybe, the first few times I saw it myself my immediate assumption was that it'd work as a permanent bonus, essentially thought of the guardian as an avatar of the city - As the city grows so does the guardian, and so long as the city exists the guardian would survive/respawn in some form. One way or another, some clarification in-game can't be a bad thing. Personally I prefer the idea of it being a permanent but defence-only boost.

16 Replies 10,542 Views

I've used both languages in one capacity or another recently, and my personal preference would be Lua. Both languages are comparatively easy to write in, but Lua seems to lend itself better to embedded scripting, whereas python is utterly fantastic for standalone scripts/tools/anything running under the OS/shell scripts rather than trying to plug into a game. For background I've been writing game code (not mods, it's a mix of gameplay scripting, tools, and engine code) with a ga

157 Replies 408,680 Views

Just a bug report - i'm not sure if there is a better place to send these (or a way i can include a useful crashdump?) I've been playing the 1.09p beta for most of today and been getting relatively regular CTDs on pressing the end turn button, so far 6 in about 7 hours of play. There's no particularly helpful error message, just a frozen game and the standard Windows "this program has experienced a problem and needs to close" dialog. some observations that may or may not be helpful:</

2 Replies 3,031 Views

I've just been installing a load of mods from the galciv library & have noticed that there are rather a lot fo ID collisions (two or more things with the same ID). I was just wondering if a tool already exists to fix this? I've had a look round the (limited) resources I know of, help appreciated. if not I'm about to write my own (shouldn't be too difficult the way I understand it, just bump all overlapping IDs to the next free ID, just need info on max/min values). any

2 Replies 229 Views