Well I really wonder what kind of game does Stardock and namely Frogboy want to create. One that is perfect in his eyes or one that people love to play. Games exist for people to have fun. Try to repeat that sentence few times. FUN. Take away our fun and you take away our interest. Make a "perfect" game that is not fun and you sure know what future it shall have. Continue to chop away things we like about this game and you will lose people willing to buy your DLCs and next games... So
Lord Shadow
I simly don't understand the thought process behind Government update aka game destruction. Nobody asked for this! Whenever you consider to change core game function you should think about this: 1) You DON'T repair what is not broken. 2) You also don't change things without even asking how community will react about this huge change. 3) Games are about playing with "things". Why on earth you take away from us option to do something. Add stuff? Sure go for i
[quote who="Arumba" reply="83" id="3556505"] Nice patch! There are few items that I was hoping might get some attention in the future, if you don't mind receiving a bit of feedback! [e digicons]:)[/e] 1 ) Production Related A ) Stored production tooltip took me 34 hours of playtime to *notice*. It is very obscure, but very important information. Could this be brought out of a
Anyone ever wondered who lives on a planet that has been settled by a colony ship bought from Yor? I mean suddenly robots get hungry :D Because you don't need to load population into already loaded colony ship...
So after a lot of time I spent with paper and reading this over and over I got into some understanding what you write there :D The second equation is far more appealing than the first huge thing :D Few thoughts I got from trying to apply the layout: 1) Connection between normal production multiplier buildings and special ones (one per planet). Generally it seems you always want this to be on a planet. However it is research dependent as if your factories get ahead of power plant you w
2) Yes I do play as Altarians :-) 2a) There is no problem with planet that can't use Soil Enhancement. If it can't be used you don't even have it as option to build. With Biosphere Manipulator it is different. If you select it to build sometimes there is only ONE slot on planet it can be placed at. If you use another terraforming improvement on that specific slot then you can't use Biosphere Manipulator at all. So if you build Biosphere Manipulator on this slot and oth
So in Beta 5 Stardock gets annoyed with all the AI requests and allows Skynet to play the role of GCIII AI. After a week all players keep losing even at easy settings (Skynet decides it doesn't like to lose) and start to cry for the old placeholder AI...but Skynet can't be removed :-) Care what you wish for :D
Few thoughts about your topic. What can a government do when people of their planet wish to join another race. Especially good races would have to simply respect the will of their people. As for diplomacy, you can't openly blame the other race. They are not doing "anything wrong". Also there is a difference between big race consuming the planet of a small race, where all the small race can do is silently be furious but keep good relations as angering big race wouldn't serve you any go
Well I guess nobody would say that he/she wants more micromanagement but people should think about this. This is indeed turn based strategy and one well thought carefully executed with loving hand micromanaged turn should reward you compared to people that just make 5 clicks and hit "turn" Also welcome to OCD club! :D I will rather go through my 50 planets than click "turn" with thought of something not running optimal :D 3) Excess production shouldn't be fixed on one reso
Some amazing ideas in here in deed. I would say that adding new weapon modules (that work only against fighters) give you option of defeating carriers without need to overdo entire weapon system. I mean changing weapons to small and big means a lot of work. Weapons scaled to size of ship, even more work. From other games we know that "balance" is as elusive as "fun" aspect. I feel it is far easier and much less time consuming to give players simply an option to bring something that is designe
I was about to write a long response to topic of realistic vs fantasy space battles but it seems all facts have been stated already :D So I will add my little bit by providing another angle of view. Various players are pulled to this game and not everyone is strategy master mind who will micro manage every planet to its maximal output, get rid of everything that doesn't spell economic value to their ears. Some people are just casual gamers and more graphics and special effects appeal to t
This is truly interesting post! I have been wondering what is an ideal building placement for maximal output. I have to say my math understanding limits me a bit here :D I know that your whole model stands on BPM which help with theoretical calculation, has someone tried to apply these conclusions into game and if so to answer this question: Does anyone know what would be the best layout for 24 class planet (23 slots, 1 goes to colony capital) to have the maximal outcome of on
After spending some time with this game I decided to post my feedback as well :-) I am ex GCII player so I have the idea how things worked before. 1) Power - Doesn't properly reflect player's position when compared to other races, ships are way too much overrated. - Example: I have 50% of the galaxy covered in my influence, leading research (being ahead with 50-60 tech compared to other races), have 30 planets (other races have around 50, one h