Probably something similar to; you can't drive your car across the ocean. Everything has to have limits.
Aeraellien
Just took a look at the terran.png I like the overall look but I don't think the uniform represents a crusader at all. Besides the fact that the ribbon rack and name plate look all kinds of jacked up. At the very least can we even the distribution of the decorations. Put the name plate on the opposing side and organize the ribbons so they look professional? All things considered a crusaders uniform should immediately evoke a sense of fear, but also be eerily clean looking. Simi
Sins of a Solar Empire is an RTS (real time strategy) http://en.wikipedia.org/wiki/Real_time_strategy Galactic Civilization is a TBS (turn based strategy) http://en.wikipedia.org/wiki/Turn_based_strategy
Put ships on every tile of your border?
[quote who="Lucky Jack" reply="13" id="3412086"] Quoting Aeraellien, reply 12 Do you know the difference between a rotational turn strategy game and a turn based strategy game? I never heard of a "rotational turn strategy" game, just "real time strategy" games. Can you list some examples?[/quote] lol, haha my bad....that was like 0400(AM) for me. Intention was real time not rotational turn, i think i went full retard on that one.
[quote who="Tyrantissar" reply="10" id="3412170"] Quoting Lucky Jack, reply 8 Quoting DivineWrath, reply 7 While you seem to be having fun making art, this is not what I'm looking for. I'm looking for tools to better manage my planets, not play around and make everything look nice. Back in GalCiv 2, I wanted ways to quickly figure out if I had planetary essentials (ie starport, counter espionage center, etc), determine how many factories I had,
The only way for natural objects in space to dissipate heat and that is through radiation. IE an object that is being heated up will continue heating until it reaches the maximum amount of energy generated from receive radiation. The ISS doesn't become molten when it faces the sun but it does get hot enough to burn through a spacesuit. Likewise on the side facing away from the sun is far colder than freezing (-100C). For our limited industrial sector in space this can become problematic a
Even if there are grammatical errors, it will be the responsibility of those of us in alpha and later in beta to cite these errors and submit them appropriately. So long as we are vigilant in our endeavors. All we can really do (from my point of view) is patiently wait for them to release data so that we can pick it apart and submit our bug reports.
Not trying to be negative cause I really like this idea. How would you go about selecting tiles that are hidden behind the sky scrappers? To demolish a structure and build a different one may be complex. I was thinking that the base tiles would highlight the border underneath the structure in the color of the type of building. Perhaps with a text box popping up to inform that structures name. What do y'all think?
[quote who="michaelwhittaker" reply="19" id="3411851"] Quoting Aeraellien, reply 17 Hey Mike, Not a rep for stardock or anything but here is what I've determined. The AI from the old game will not be used, it will be completely rewritten. There may be new races added but most if not all of the races from the previous game will be making a return. Possibly with retcon's to bring the game more in line with where they want the story now.
Do you know the difference between a rotational turn strategy game and a turn based strategy game?
I agree we can make suggestions for Stardock to make a more perfect system. I just don't think that we understand the scope of what the developers have to do already on top of hiring exobiologist's as consultants to adequately design races that could not have evolved on a terran planet. Then you have to design individual tech trees for each race that make sense according to their limitations when likely the tech trees will converge roughly halfway anyway and not add any more to the ga
[quote who="Lucky Jack" reply="23" id="3411796"] Quoting Aeraellien, reply 19Keep in mind that meteors and asteroids are mass drivers. Actually, the mechanism that shoots meteors and asteroids are the mass drivers.[/quote] Fair point, I should have said. keep in mind that meteors and asteroids provide the same effect as mass drivers. Sorry for the confusion. [quote who="jrdufour" reply="20" id="3411783"]But I think the biggest issue with k
If you're looking for MOO2 style fleet battles...Frogboy just verified thats not gonna happen.
[quote who="Frogboy" reply="38" id="3411692"] Those who like the idea of designing carriers and seeing carriers in action in fleet battles I think will be happy. Those who imagine fleet battles that play like MOO2 (i.e. where you're micro managing individual units) will be less happy.[/quote] There it is, we have a ruling. Carriers are in and MOO2 tactcal battles are out. Is everybody happy now?
Accuracy weapons yes, and it does travel fast. However any dust particles or really anything between point a and point b and the destructive power decreases significantly. Keep in mind that photons do have mass, just an incredibly small amount of it. Oversized gun is quite the disparaging way to look at it. Keep in mind that meteors and asteroids are mass drivers. The projectile doesn't even have to be large it just has to be dense. A teaspoon of matter from a neutron star acceler
Hey Mike, Not a rep for stardock or anything but here is what I've determined. The AI from the old game will not be used, it will be completely rewritten. There may be new races added but most if not all of the races from the previous game will be making a return. Possibly with retcon's to bring the game more in line with where they want the story now. Trying to help is a noble ambition but perhaps you should more fully think out your post and take the
As far as how these weapons systems are applied today. Mass Drivers (Bullets) distribute kinetic energy directly to the target. Damage (to non soft targets) is directly tied to mass of projectile and velocity of projectile. Missles (Rockets, exploding self propelled projectiles) cause damage based on the impact of shrapnel impacting and damaging the opponent. Very rarely does the missile impact the opponent, normally they will detonate near the target and render it inoperable
Agreed that one dimensional morality is pretty lame, how many dimensions before its over complex and un-useful?
Minor differences I can agree with you, however given the same amount of time elapsed the Europeans advanced multitudes faster than the American Indians or those in the Orient. All of the cultures mentioned had spears at one point made out of stone. Then technology advanced and soft metals began to be used, and then progressively more tensile strength was added to said spear heads. I think that history makes a good case that none of the cultures of Earth developed so wildly different
If they have, I haven't seen it posted. We probably won't hear specifics until its ready to go into alpha sometime this winter.
Build queue's, governors that aren't useless, preferably governors that don't undo what I just put into the build queue. I can't remember which game I was playing but I would set the gov to build research or build cash and then after researching a new tech realize that town/planet could use this new food production upgrade and throw it into the build queue only to find out that fifty turns later it hadn't even started building. If we're getting governors please
+1 From me as well, the tech tree should never detract from the game. If tech A grants x ability then I should be able to find it by searching for "x ability".
There is always the splinter faction for the chaotic/anarchists, take for instance victors of a recent slave revolt. They would have access to the highest tech of their former rulers but likely no government in place. This would also make up pirates, terrorists, and criminal empires (to a certain extent).
+1 on the different laser color idea! I don't however think that different mass driver or missile animations should be priority.