I'm assuming the preview is coming Wednesday at the moment any chance of some screen shots of the designer for the founder vault before then , might help people think of more targeted questions.
econundrum1
I know we've been promised a preview of the ship builder this week, but come on guys this is killing me......Give me something anything.
[quote who="AuraBoy" reply="2" id="3462587"]Perhaps each world could have a named leader that consults you each turn. For his/her planet.[/quote] I think that might be a little hard to manage when you have 100 planets in youe empire, making for very long turns. While I'm not necassarily against a tutorial mode with advisors not least so you get to see members of your own race, it seem like rather a case of making a game that plays itself with
Well you could look ahead in the tech tree too see what lies ahead. Having your hand held to closely by adivsors mean you don't have to do the thinking and decision making yourself which is what stratergy gaming is all about to do that you do need to be able to see what tech leads to what and see ahead but GC2 supported that and GC3 will as well.
As has been said impulse was sold to gamestop some years ago. Haven't tried to purchase anything through it for a while though I assume gamestop are still running so you might have another issue. Impulse was fine but when it was sold to gamestop I gave up on it. Steam I find is pretty good and beats the other online software shops hands down though in it's day Impulse was a good competitor. I do however think it was a smart move of Stardock to sell it when they
From the screen shot in the founders vault suggesting you could apply blend and scale textures, what I'd like to know is are those procedural textures, texture files or both and how easy is it to add custom ones?
There isn't any real AI to speak of in the alpha, only some very, very basic routines so no it won't attack or manage builds properly or anything like that yet.
Not entirely true Stardock can easily tell us if they have been running vulnerable webservers, just not if the vulnerability has been exploited. Heartbleed after all did not affect all webservers. They need to tell us if they are vulnerable and when the vulnerability has been patched if so. Then I agree at that point we need to change our passwords.
This is true however if you change your password before Heartbleed has been patched on these or any other servers that are vulnerable then it and other information can just be stolen again. Is there some official confirmation on if stardocks servers are effected?
For a preview of the ship designer next week I will forgive you. Ship design as one of my favourite bits of gc2 and it sounds lik gc3 is only going to make it better from the hints dropped so far.
Until they publish some new information for us to discuss beating dead horses is all we can do here. [e digicons]:'([/e]
[quote who="Lucky Jack" reply="26" id="3449324"]I think a game with a 3 dimensional galaxy is desirable and could have a great "WOW" factor for sales, but the math to support it well would be nasty, very cumbersome. PCs today just aren't designed to make computations on three coordinates quickly enough to give the performance we need for games. We may need another huge leap in personal computer hardware technology before we could produce 3D maps large enough with enough performance to mak
[quote who="ZlothX" reply="9" id="3447528"]What 3D add is simple - it adds more space.[/quote] A couple of points; (1) it doesn't have to add more space given the same memory constraints it just means the same space is spread over 3 rather than 2 dimensions. with the same amount of objects in in fact since you have to store a 3rd position variable for every object it would actually reduce the number of objects you could represent with a given amount of memor
It is certainly possible to make a 3D star map Ascendency had that; but does it practically add much to the game other than more complex 3D rotation and pathing? The official explanation in GC2 was that the play got a sort of space emperor’s flattened tactical view of the universe. Having experienced 3D star maps like in the old game Ascendency and 2D star maps I can honestly say that for a strategy game I’m pretty neutral on the subject I don’t see going to
Honestly I think this suggestion falls under the category of things that look great on paper but don’t work well when implemented. I can see how it would be fun to be able to track % of the planets population that belonged to each species, but once you get into the complexity of trying to direct the different species to maximise use of their bonuses it quickly becomes a game of very complex micromanagement. Another factor if by having a species diverse civilization you c
Also leveling my monarch and heros I love choosing skills and the initial choosing their path.
[quote who="Sanati" reply="54" id="3461118"]I guess to be constructive I'll expand on what I think is wrong exactly. For starters, customization is so interesting and works so well in the space games because most of the options take up the same space, putting one thing on a ship means less room for everything else. You can make a heavily armored ship, but it will be slow and won't do much damage. In Elemental, you put the best armor, the best weapon, and a mount, on almost every unit.
"Alcohol works wonders most of the times", well I can't argue with that. [e digicons]:beer:[/e]
Well in real life the future of air combat will be unmaned fully autonomous drones, for the simple reason they will be able to withstand higher G forces than planes with a squidy human or alien in and unlike remote drones not need constant communications. In space combat we already see drones of a sort in GC2 e.g. missile tech, no reason missiles shouldn't have AI and the ability to evade attempt to intercept them. Actually "Pandoras Star" and
I would think it depends on the social structure of the race you are playing for some races spaceports might be privatley owned and in others run directly by the state in other systems they may be run by a feudal lord. Actually one interesting thing they could do is have rogue space ports owned by pirates peoducing their own ships and siphoning money from the empire in who's territory they are until they are dealt with. I mean since spaceports are now like sta
I was being patient but it took too long [e digicons]:D[/e] ...I just couldn't contain myself any longer [e digicons]:w00t:[/e] The pod cast where ok but very little really new information and the dev streams are hard for me to get to watch I can't watch those at work and you tube won't precache something that big for me to watch on the train. I want design docs, screen shots, news of what's actually in the next Alpha, in short.... &nb
Post something new in a Journal or in the founders vault, so excited about this game…I want more, more, more information.
So essentially you are suggesting that the event system allow for branching child events as a consequence of your choices in response to an event. That has wider applications than domestic story telling and I like the idea. One issue though if applied as you suggest it could overpower the main thrust of the stratergy game and make it all about the event driven story, for that reason I think such event trees should be optional and classified seperatley from indiviual eve
[quote who="Sanati" reply="29" id="3460717"]First I'm not a huge fan of custom units, but it can be enjoyable if done right. It's not in this game. There aren't enough options, it doesn't feel like building a custom unit, it's just taking a generic unit and putting the best gear on it. [/quote] This I agree with a lot, this has slightly improved over time with the abilities giving you some way to really customise your unit but it is pretty much choos
How can anyone not love designing ships, [e digicons]:cylon:[/e] Yor kidding me.....