I like it! Would love to see it happen. Maybe if the ship's on auto-explore when it goes out of bounds then it will stop off at any anomalies in its line of sight along the way, but until it gets back in range the player can't control it and doesn't gain any information or resources until it's back in range. Though one of the current uses of Life Support is to prevent colonizing planets too far away, this could be handled by still disallowing intentionally leaving comm
GlitchHound
I was going to argue against choosing where to place the capital, but then I remembered adjacency bonuses. Yes, please do let us choose!
There will almost certainly be a modding guide eventually - there was a very thorough one for GC2 after all. And Kryo just confirmed what I thought for this stage of the game. As fun as it is to mess around with things, I don't want to be sharing just how it's done until they're ready to start worrying about mod support. It can be done and if you're very curious I'm sure you can figure it out on your own but it's best not to be looking too intently into it yet.
Played through a game on launch day on had a blast - sorry, I know I wasn't supposed to yet. I see plenty of people posting plenty of feedback on the gameplay and I don't have much to say on the matter that's different, I just want to wait and see where that goes. However, I couldn't resist the urge to dig into the files and get a first impression on what modding this game is going to be like. Initial impressions are definitely positive. This really is a cursor
Stardock, GC2 was very moddable and I wanted to make it clear that I (and probably others) hope that we'll have the same again this time around. I don't mind if I have to mess around with XML or other files, I don't need a GUI for my modding work. Personally, I don't mind if mods don't work on Multiplayer (though I'd prefer a central hub system where mods could be downloaded and synced - in game - for all players of a game). I remember there were a couple of "s