[quote quoting="post"] Step 5: The Economy I love the idea of all the economics inputs coming from the population. At one point I had a design where there were citizen types, unrest controlled how many were rebels, craftsmen produced special things. It was a beautiful, intricate, stupid design. Lesson number 2: If it's fun to design, it probably isn't fun to play. Instead of getting money, research and production from the population, they n
Simplicity2
I absolutely agree with this. Sure Terror Stars are powerful because they can blow up stars. But they really are not something you can build interesting strategies around as is. Because of that, they don't really contribute to the game other than to end it.
So, I was playing the Terran Alliance. Built some small and medium-sized ships (the Marklar Mk1 and the Marky-Mark Mk1, respectively). Upon load, all of my Marky-Mark ships disappeared. Just weren't part of the fleet any more. First time it happened I thought maybe I had accidentally obsoleted them and decommissioned them. So I then upgraded the ship... Put some better beam weapons on it. Played the game for a while. But then on loading the next day, the Marky-mark Mk2s all disap
The dread lords have arrived... To offer you a class 36 planet. Shouldn't the Dread Lords show up with at least one ship to protect their tiny colony? It makes the event kind of a gimme to the human player otherwise.
A disenchanted colony breaks off from the Drengin empire. No big deal. However, suddenly they possess crazy amounts of technology that the Drengin just never had. Black Hole Guns. Beyond Mortality (I'm warned that this new broken off colony is about to win the game!) I was well, well in first place until these guys show up and now they have technology I can barely dream about. Terror Star 3. No one has any Terror Star techs. Something is buggy here.
Come to think of it, if a Terror Star could turn a Class 0 planet into some asteroids, There'd be some pretty great peaceful uses for the thing. "No, no! Don't attack that! That's our Happy Star!"
I've never been able to successfully build one, so can someone please explain how these things actually work? Each Terror Star tech let's you add a Terror Star component to a starbase? Or is a Terror Star its own thing? Can a Terror Star attack anything except a star? How are it's stats computed? Can you put starbase weapons components on a Terror Star? Why five techs? Is there reduced functionality at the smaller tech levels or is it just a blob of iron until you get to t
I'll add a typo bug I saw to this thread as well. With the Torians, the medium-sized hull descriptive text (the one provided by the robot) has a misplaced "a" in it. It looks something like this... We've got medium-sized hulls. That's pretty cool. a We really need to make some ships with these.
On the Fleet Manager pane, bonuses from military starbases for fleets are computed differently than they are on the main screen. On the main screen, a fleet receives a bonus from the starbase a single time. On the fleet manager screen, each ship in the fleet receives the bonus. I would expect that the second method is actually the correct one... I'm not sure how it would work otherwise during combat.
I didn't change the color of any of the races. It's a completely fresh install. Perhaps it was the Korath, but I thought it was the Drengin. I got crushed in that game relatively quickly so I didn't even get to explore much, and I turn blind exploration on. I'm not color blind. There's just 4 different grey races somehow. There's gotta be some unused colors in there. Maybe the Korx could be fuschia. Or puce. I hear puce is good. The Korx could be pink. Everybody likes pink.
Suggestion for the a change. So I was playing today Korx against the Drengin, Iconians, and Krynn. I got them from random opponents. And all of them are a different shade of grey on the graphs. Not helpful at all. Is there really such a color shortage that we can't make these guys more easily distinguishable? Is it just that grey makes a good ship color?
Right. Because the peaceful races should be building planet destroying starbases? All this would do is make it so that the POWERFUL races could build Terrorstars (i.e. those with the UP votes). While the others could not. There's already a way to ignore UP resolutions... Leave the UP.
One bug I saw in 3c that kind of messed up a good start for me. In one game I was playing, the Iconians built a mining starbase on a couple of resources. But it didn't show up with the screen zoomed in. When my constructor got there, I just couldn't move onto the resource square. Zooming out revealed a base had been built. But in zoomed in mode, the base just wasn't there. (My constructor was right next to it. So there was no fog of war). Reloading fixed the problem. I
Actually, how I would implement a carrier would be to have a carrier bay component that just automatically includes 3 ships of a size 3 categories smaller (there would have to be a way in the ship yard to indicate which ships are the right ships to include for each size). No micromanaging ships. Those extra ships just come with the carrier bay.
I've noticed this. Though I didn't notice it at the time. I'm fairly certain it didn't occur after a battle. Might have occurred after I decommissioned a ship though.
I noticed this too. They may have different effects, but the ship component with the greater effects really should have a different name. Much like Deflectors and Enhanced Deflectors. Speaking of which, I don't know how many people have tried that component... It is really, really powerful. I was playing as Korath. I could easily fit 3 Psyonic missiles plus the basic amplifier on a medium ship with small defenses and a good engine. Giving me 21 attack in my space (which includes
I'm also running into this bug. Just brings the game to an immediate halt. None of my ships have any moves left. Clicking on Turn however, means that the button goes away and never comes back. Perhaps another civ cannot get through a planet with one of their ships... I can't tell. The quicksave workaround works in that the Turn button comes back. But, clicking it results in the same problem.
You'll want to assign weights to the various events and limits on how many times to display them. You don't want a log, you want a story. And a story needs a certain amount of conciseness. Algorithm: 1) List all Events 2) Remove events with too many duplicates 3) Eliminate all but the top 100 (N...) weighted events or so. 4) Now write the story.
They are significantly tougher on Tough, agreed. On normal, I go through them like tissue. On tough... at least they put up a fight before they die.
The current Torian AI is so annoyingly good at expanding that it manages to suck up half the galaxy in every game I play. Then it's defenses are pathetically poor, that in every game I play, I wind up beating up the Torians to take their many virutally undefended worlds... Which leads me to being in the lead in terms of planets owned. Which leads to victory. It's kind of a sad formula for success. Somehow the other AIs don't seem to capitalize on the Torian weakness as muc
Actually, a handful of current-level nukes would rip earth off it's axis, and literally break it. Ummmm... No. There have been volcanic eruptions on earth far more powerful than multiple hydrogen bombs. There have been similar meteoric collisions. The earth didn't get knocked off its axis or broken, (except for in the ca
I don't like how orbital fleet managers work. Every planet should be defendable, not just those that have one or two squares to waste. So, some suggestions: - I wish Orbital Fleet Managers defended the entire star system. - OR EVEN BETTER, I wish the planet screen had a row for satelite improvements that didn't require planetary quality to be placed (and I can put oribital fleet managers there).
I just had a crash on Beta4. The non-beta versions used to be fairly stable for me... Not so much the betas. Here's my debug.err. Debug Message: Version v1.1 BETA 4B last updated on: Thu Apr 20 15:53:54 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 4/21/2006, 12:21:08 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machi
Hmmm.. I seem to have run into a some of bugs with BETA 4 that I never saw before... - Cargo hulls engine sizes seem to only take up half the size advertised? Ion drive SAYS it's size 8. Put it on the ship and it only takes up 4. But then if you have less than 8 space, it doesn't fit. - First entertainment building advertises 25% morale bonus. If you look at the pop ups under morale, it says 21%. Why aren't these the s
The list is huge... Good work! BUT WHERE IS THE NEUTRAL ALIGNMENT FIXES? Please tell me that neutral isn't just going to be left in its current state... Neutrality Learning Centers... don't work. Neutral Trade... Does this actually work? It didn't seem to when I tried it... Weapons/Armor? Not that I can tell...