admiralWillyWilber

admiralWillyWilber

Joined Member # 3604084
162 Posts 3,744 Replies 2,108 Reputation

[quote who="deweyjohn" reply="11" id="3405397"] I also agree with the idea of having tensions with conquered planets. It would be cool if the game kept track of the racial composition of each planet, similar to Master of Orion 2. So if the Drengin conquer a Torian planet, the surviving population should initially be 100% Torian, but the longer the planet stays in Drengin hands the more Drengi begin to live there. If this was done, they could implement a further cool feature: durin

62 Replies 229,856 Views

I agree with willy. This fits my play style better. In a pinch I would rather build a whole bunch of constructors. My play style usually leaves me in debt unless I am the Yor. If I can run off a whole bunch of contructors in a turn after the colony rush. Usually after the colony rush my starbases become almost fully upgraded. If constructors r to slow U can research better engines or minIterization to make them faster. I dont like how u can put only one module on a ship. I want to be ab

86 Replies 319,228 Views

This reminds me of Civilization 3 and 4. I like the 3 version better, so I can still walk up to cities and take them at the start of a war. The 4 version was annoying; because, U would either have to have a treaty to go into someone border or when u declared war all your forces were forced out of the territory. Influence, culture these r technicalities as far as I'm concerned. In dark Avatar I was playing the Yor fighting the Krunn with the Altarians getting in the way when they turned ar

141 Replies 494,347 Views

[quote who="Gaunathor" reply="58" id="3412300"] You play as the Terrans in the DL and TotA campaign, and the Drengin in the DA campaign. I think it was the Da then and I was the Drengin. Because the Yor was there. Quoting michaelwhittaker, reply 54I kept losing the game; until, a friend of mine explained u win by researching 3 starbase techs. This worked. I think the attack was not 118 but 174 this time around. I meant 174 was the attack valu

86 Replies 319,228 Views

Sorry about all the posts, but it took me days to read all the posts. So I had a lot of posts to remember which subjects I thought was important. To sum up what I thought were cool ideas that people suggested. I think soecialised tech trees r a good idea that at least provides a variety. I would like to see a better balance in the next game. This is what I have come up with while brainstorming on this. 2 planetary improvements r worth a one per planet structures. The one per planet un

121 Replies 378,500 Views

[quote who="yarodin" reply="52" id="3411103"] Quoting Tridus, reply 45 There's a reason why the Civilization style more or less linear tech tree is in so many games: it works. Yes, but even civ had techs with multiple requirements. And as for needed resources, you could research everything, but you couldn't build the resulting unit when lacking necessary resources (e.g. no sword fighter without iron). The logic behind tbis is that you could ge to enou

121 Replies 378,500 Views

[quote who="Tyrantissar" reply="43" id="3410841"] This was the best tech tree ever because it was dead easy to program an entirely new one... screw the rules, when you know how to create things with codes.[/quote] What tech tree

121 Replies 378,500 Views

My understanding of a turnbased stradegy game is where everyone takes turns. What this means is that everyone does every move one instance at a time. An instance is dependent on what all your units can do in a turn. The reason why I put it this way is; becuase, civilization has added an optional of doing things where everyone does everyone at once. In this case the turn ends though. Then there's continous play, but in classifying I thought this is real time stradegy. These r terms

19 Replies 45,271 Views

[quote who="Bluekkis" reply="35" id="3405998"] Quoting NorsemanViking, reply 34 I would be more than happy as long as tech tree isn't a group of boring lines. At the very least support more complex requirements for modding if not on vanilla game. And if it is a ui issue, give modders an option to override automatic generation of tech tree like in gc2 and let modders explicitly define layout. Sweet also give this to the editor on the game.

121 Replies 378,500 Views

[quote who="1xador" reply="26" id="3405766"] Since each race will have its own tech tree, I would like to see branches or subtrees for interactions between races. The races have very different mindsets than each other so it is likely that new and bizarre tech would come out of their interactions. There could be specialized tech if two races had matching border, one race conquered another, and negotiated tech projects between races.[/quote] I don't know how

121 Replies 378,500 Views

If we r going along this train of thought. U r the federal government, U could have a better option for more governments. Like communism, Facism, or Nationalism but under a democracy with free enterprise this would be unrealistict. I am down for using civics instead governments to. I would say a better compromise would be to make it an option u can shut off. I would leave this on personally.

121 Replies 378,500 Views

[quote who="1xador" reply="29" id="3405815"] I think the idea of having directed research for big projects and undirected research for incremental improvements is an interesting one. This would mean that directed research would go to "fundamental" project like lasers and shield and there would be fewer incremental techs, like laser 2 and 3, because the undirected research would provide the benefits instead. The tradeoffs could be interesting. Depending on your research

121 Replies 378,500 Views

[quote who="chuck1es" reply="24" id="3405742"] Allocating research points would be easy to implement. Might be problematical game-wise. I can easily see the AI wanting to screw up, hard, every which way from Sunday.[/quote] A reasonably way to do this is have a automate setting where the computer does this by default unless u shut this off, or u could have a default setting set until u changed this.

121 Replies 378,500 Views

[quote who="Elyandarin" reply="21" id="3405658"] I'm hoping for (but not expecting) a complex tech tree, where you can add conditions like: Tech will only work for photosynthetic species. Can u name a few of these, or r u saying that other terran planets don't have plants. Tech can only be discovered by a species with a weapons bonus above 5. Do we obtain a weapons bonus of plus 5 through research, or is this a beginning bonus of a ra

121 Replies 378,500 Views

[quote who="ctiberius" reply="20" id="3405641"] 4x tech research has a serious flaw in my opinion. It always assumes that technological research is somehow centrally planned. There are vast private industries, presumably, in the GalCiv universe. I'm sure they're all researching their own stuff for commercial purposes. I'd love to see the private sector added to 4x games as the market is vastly larger than what is planned centrally by a government. In that id

121 Replies 378,500 Views