[quote who="Lucky Jack" reply="112" id="3455599"]Quoting parrottmath, reply 100 The building of colony / transport ships on the shipyard would be an interesting problem. I do like taking a little from each colony connected to the shipyard. Building freighters in a shipyard is another interesting problem. How would you designate the origin planet for a trade route? Or would sending the freighter to a trade partner world be handled differently than in GC2? Or how is trade going
parrottmath
https://forums.galciv3.com/453185/page/1/
Mining bases... Mining Facilities Asteroid Drillers Extraction Facility Mineral Extractor Facility Mining Colony Drill Facility Asteroid Plumbers Asteroid Refinery Prospecting Base Mining Infrastructure Prospector Moot Boring Facilities Mining Conglomerate ...
[quote who="satoru1" reply="16" id="3455562"]While I understand the concept to reduce the tedium of moving ships to the front line, how will you balance between the distance penalty, vs moving ships to the front line. if the penalty is very aggressive, then it makes almost no sense to project resources out to a remote shipyard. Yet if it's not aggressive enough, somehow a shipyard in the outer rim is churning out death stars eveyr other turn.[/quote] That idea would be taken care
[quote who="DARCA1213" reply="14" id="3455483"]4. How will trade routes work? What determines the planet receives the fright.[/quote] I would imagine trade routes would got to these shipyards, instead of planets. Each planet connected gets a bonus / number of planets connected...maybe distance factored in here somewhere.
sooo many restrictions.. [e digicons]8C[/e] I've got to get approval from Stardock and my wife... what am I to name my star... [e digicons]:-"[/e]
[quote who="lethallin" reply="13" id="3455549"] I agree. Nebulas hiding ships inside of them would be excellent. Starbases should be able to function in them too, but I feel there should be some sort of penalty for them being in there. Not sure what, but I like the idea.[/quote] I think a star-base in a nebula should lose sensor and influence range, but provide a research bonus. For a dust cloud, should provide an economic bonus... due to collection of minerals and
I know this is much to ask but could we get an overlarge sector grid. Help in identifying location of objects. You are being attacked in sector A5. I know I can warp there when you get the "zoom to location", but I think from a management perspective I can visually see where my economy or military locations are by focusing on a grid location. (Would prefer if the grid was not hexagonal, but square) I can draw a picture showing a particular idea. I think tiny / small no sector grid. me
It is something that needs to addressed that it should default to giving back the military production to civilian production when not producing military projects, regardless of the slider. Hence no loss of productivity. You should take a gander at sy100 in the vault if you haven't already.
[quote who="One-Eye" reply="105" id="3455444"]Merchant ships need to be linked to planets for trade routes, at least at present, so it seems they need to built on planets.[/quote] This I call an opportunity for more strategy. The trade could only happen between shipyards and the trade / income bonus is determined by the number planets attached under some ratio and distance to shipyard. Should have a max number of trade routes / planets one can attach to shipyard. Say shipyard is class
The change to produce shipyards is necessary for the big scale. If we are talking about creating maps that are enormous, players need the flexibility of producing ships across the map. How many stars with no planets will we encounter before we get to a viable enemy to take their planets. I do not necessarily want to travel 100 hexes just to get a ship to the front line, nor do I want to try and wait to upgrade an enemy planet to resupply my ship losses. I like the proposed changes to
The building of colony / transport ships on the shipyard would be an interesting problem. I do like taking a little from each colony connected to the shipyard.
Most of what is written in their is a general summary of many of the ideas presented here already. edit: Just to be clear. I like it and would like to test it out.
EvilMaxWar go to the founders vault if you haven't already :) I particullary like the topic sy100
[quote who="EvilMaxWar" reply="91" id="3455291"]With such a system you can never put 100% of your production to Military, it always depend on the fixed ratio. And the ratio is the same in peace time and war time. That is why I dont like it. [/quote] That is where one could add military production project on the planet. (like the research project things) Then all your social production moves to military. I think some of my issue with it is the possible constant flippin
The messy UI is more for the complication (is it necessary) vs. the look. The placement and look is not the problem for me. The next question is how the implementation will take place. For example, would the slider add any sort of benefit? Is it necessary to mitigate that control, would any benefit happen on planet side? If we build ships in space and set the slider to only build military projects, it may not be immediately obvious why our buildings have stopped. The more leve
Select Tool-tips enabled button ensure that it is off. Highlight a skill and the tool-tip will come online, but the tool-tip will not disappear until you select enable tool-tips button again. (pictures below are for 0.0.1.0, but it is still present in 0.0.2.0) </p
Is the music supposed to cut out on the input menu options screen?
Thanks Brad for that insight. I do like the shipyard idea in space. It will help to create a lot of units in a huge world, and let players who do not secure the majority of planets still be competitive. In ship building. The extra slider makes things a little messy for the UI
If they read the second post they would see it's possible ;) Have fun bringing threads from the dead... [e digicons]:grin:[/e]
[quote who="Primal_Savage" reply="19" id="3455209"] One of my personal disappointments with FE/LH is that a priest like normal unit never made it into the game. There is, to my knowledge, no way for a regular unit to gain the ability to heal another unit. There are spells that confer that ability onto a champion, but not a regular unit. I am not a modder. Before I start learning how to do this, I wanted to know if such a thing was even theor
[quote who="Frogboy" reply="1" id="3455085"] Also, to respond to the topics I post in here, just refer to me by their topic #.[/quote] I'm confused by this response. Specifically the topics you post in this thread, forum, or vault. I've not a lot of sleep of late (kids being sick). I don't recall the vault having topic #, per se. Can't wait to see the next iteration of the alpha.
I saw this and thought it was just Baaahd. It looks funny and it seems something that somebody cooked up after too many nights without sleep. But then again what is a game for, to entertain and this one seems like a goal of making you laugh and do silly things. Not my cup of tea, but I'm sure it fits somewhere out there in someones library...
Yeah, that tactical combat in AoW seems very well thought out... boy that AI is merciless. edit: I tried to egg it to hit someone else, and it went straight for my throat.
I think Tattyhat can definitely say the game was not to their liking. That wasn't trolling in any sense. There are aspects of the game that LH did better and some that I like from AoW. There is also a very nice character when playing LH that I don't feel when I play AoW. But, I like both games as they provide me with different enjoyment from each.