Twirlip

Twirlip

Joined Member # 614460
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I own a copy of the first one. It's fairly complex and non-linear --- players need to be non-flexible, as there aren't really "killer strats" that dominate the game. And even decked-out powerful units can be countered. One can also spend much time tinkering with equipment choices. Downside mostly is the ugly and in some cases awkward interface. My understanding is that the sequel should improve on this dramatically. You haven't gone TRULY crazy until you've got an utterly impractical but inc

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Money is not divided evenly between colonies. A colony with more production-enhancing buildings will spend more money, partly because of maintenance (which will occur even if you set spend rate to 0%) and partly because most of that increased production is not free. Some of that increased production is free, though -- at least from buildings and starbases. So not only can you spend more money, but it may also be more efficient (/may/; a lousy low-PQ world may spend might on additional

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Evil Steve -- MOO2 did have a command points system, which was used to provide a soft limit on the total ships (regardless of whether or not they were in fleets; oh, and bigger ships again cost more). T'was a soft limit because you could go over, but it cost you credits.

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If one wanted somewhat more flexibility than identical limits in each fleet, perhaps one could introduce C3 variants of each ship. Logistics / Command technology paired with, for instance, Battleship technology would allow a substantially more expensive but no-more-formidable-than-usual C3 Battleship. C3 ships might have a base command rating of, say, 1 given the earliest logistics tech; then, pair this with a facility ("Starship Academy") that locally boosts this ability (e.g. ten-fold). The

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Interesting. Coming up with a fair set of logistics costs probably wouldn't be easy, but it'd be an interesting approach. What happens if you have one or more fleets at the limit, and then you lose something which causes your limit to go down? Automatic instantaneous fleet shattering? A penalty until the fleet's broken up by the player?

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Cotal -- Cursed gold detection scrolls also work to detect traps, if memory serves -- and that helps, since the portals are teleporter traps. Of course, on the plane of fire, most of 'em are fire traps, not the teleporter... at least the Amulet won't be sending you down a few levels anytime soon. Yes, the amulet needs to be sacrificed on the Astral Plane, which is after all four elemental planes. Pick the correct altar (if memory serves, while the locations of the altars are

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Ultimately, it'd be good if it were somehow variable, so that research strategies (including those of AIs) would be forced to vary more. At the extreme, one could do something like SMAC's "blind research" option, where one picks general areas on which to focus, but otherwise lacks fine control. A possibly simpler option would be to randomly tweak tech costs, possibly on a per-race basis. Preserving balance would be tricky, but it might be more interesting if the variance were large en

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Arturus Magi -- Could be. I never had an Atari (although I had friends who did), and thus never got into Adventure. In Nethack, on the final maze level you need to wander around until you step on the vibrating square, then use the candelabrum, bell and book to create a staircase down. If memory serves, there is no method in the game to find that square except stumbling onto it.

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Depends on how close one means, I'd think. Space Empires IV, for instance, is another space-conquest game, but it differs in a number of important areas. Some include -- Instead of sectors, we have systems featuring zero to three stars, and up to... something like 16 planets or sizeable asteroids. Movement within a system is unconstrained; movement between must be done via warp points. These warp points provide natural choke-points until people gain the rather-expensive warp

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Cotal -- I'm inclined to believe that the Nethack endgame is only fun for masochists. The Elemental Plane of Fire, for instance, is just obscene -- you have to detect all the traps, then run into each one until you find the teleporter. It's almost as fun as looking for the Vibrating Square! Joy! Somewhere along the line, the Dev Team confused "length of game" with "gameplay". I greatly prefer Angband, which -- while there's still some tedium, mostly when you're looking for

21 Replies 507 Views

couslee -- Hm, the colonization events are all planet-specific, I think. I don't have a list, 'tho. You can tell this because the bonuses are reflected only on the colony info screen, not from the empire-wide ability screen. So, if pirates help you build better ships, it's only for that world. And so forth. On the other hand, the random event questions can yield empire-wide benefits or penalties. For instance, the "do we crack down on financial corruption, tolerate it, or

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Going against your current alignment should probably cause some unhappiness, at least if you've been at that alignment for some time. Anlashok -- I'd be more tempted to go the other way around, actually. For one thing, it's quite easy to turn evil, because taking advantage of the +PQ events cause very, very large hits to morality. For another, going good makes it easier to preserve diplomatic relations with the non-evil others, who appear to be far more likely to survive into the endg

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citahellion -- Everything. As far as I can tell, tech alignment requirements are only checked when listing it as a research possibility, and in no way preclude receiving it from other means or of using it.

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Regarding propaganda automation, a simple slider from 0-100 whose semantics were "spend on propaganda to bring morale up to at least this amount or as high as you can if you can't reach that threshold on this planet" would save some time, although there'd need to be a per-colony checkbox for "don't automate this propaganda slider" (defaults to "go ahead and automate") for those times when one really wants a 100% morale or so on a certain world, or when one's supposed to be unhappy for whatever r

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Simple -- huge map, low difficulty (e.g. set everybody on normal), refrain from significant offensives (military or cultural). Don't ally with everybody else, either. The risks would be that the AIs surrender to you too early or get dwarfed by your culture, so just avoid clobbering them as much as you can. You can find all the ship stats in your Data directory, in the .ship files. They're pretty readable.

7 Replies 269 Views