Gauntlet03

Gauntlet03

Joined Member # 847148
89 Posts 1,666 Replies 2,484 Reputation

I think the supply chain has to remain abstract unless we want to return to constructor spam days lol. But you can represent it in small ways... For example a siege mechanic for planets that lowers or servers their connections to the empire etc.

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Ultimately, I honestly don't see food being something people ship to a planet... I think planets grow that food locally no matter what. It's not a difficult enough problem to grow food in contained environments or engineer the organism for the environment. Trade space on those freighters will be reserved for rarer resources and premade goods. Of course... My race just eats people when times get tough... So I'm biased. </p

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True. It would be very difficult to communicate. I suspect that's a big reason pop to production is 1 to 1 . I suppose planets could be a bit more complicated, but easier to communicate... Each planet having two or three stats... 1) Size. Physical space 2) Adaptability. Food, Pop Cap 3) Influence. Natural bonus to morale and influence due to unique planetary features (it's pretty?) More complicated, but you can just display these

98 Replies 610,818 Views

S'all good. I just agree with Frogboy about it currently being tedious. And yea... It's mostly not fun and not interesting to place farming improvements. Special resource tiles don't force a interesting decision really... So like... What's the point of placing at all? There is still some interesting strategy to where you put your cities though, just like now. I'm interested in what you come up with though!

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Continuing on this... Planet Class/3 = Food + Extreme Planet Class/5 = Food + Occasional resource improvement = Total food supply Techs give some bonuses to the formulas. Rebalance the city food costs, etc. Lower pop to production bonuses since we've reopened so much land for development as factories etc. As desired .

98 Replies 610,818 Views

So it would be a special resource, ala monsantium or such? Can't say I like that idea. Food isn't a strategic resource that is super rare... And making it so, means even more problems with map balancing. I'd argue for a background mechanic for food. Where a planet simply produces x food based on class. No buildings at all. Or with this foundation, now you can have special farmable resources that create flat food quantities. You're no

98 Replies 610,818 Views

Regarding command ship issue... be more specific? Do you mean a third tier, or the ability to upgrade the Commander Ship? I've explored both. One is annoyingly impractical for me, the other is strictly not possible. Practically, it makes most sense just to make both the Command Ship and Admiral Ship better, with a leveling mechanic for movement to keep up with you crazy kids. There will be a Command Component for ships, that will allow you to "build" a commander and upgrade the ship a

1,416 Replies 4,489,718 Views

Just to be clear... what color is the Fog of War supposed to be now with 2.8... because mine is super dark black... I know Frogboy says it was "fixed" is this what fixed is? Or did the full release of 2.8 revert to broken...

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Yeah... so a scaling level effect on the Commanders certainly helps... I'm adding 10% movement per level. The ship component version won't have that, but will otherwise be the same... I also had fun making it cost 10 Promethion, 1 Xanthium, 1 Hyper Silicates and 3 Admins lol. PS: 8.0 of GRM seems compatible and problem free with the 2.8 Release of GC.

1,416 Replies 4,489,718 Views

Well while I can't make commander's ships upgradeable, I think I have a few ways to avoid issues. 1) Start them with better engines anyhow. 2) Give them a speed leveling effect... so if they level, they themselves (not their fleet) get faster. 3) I have a "Commander Component" that is buildable, and gives similar or same bonuses... it just costs 3 admin right now. It could be spammable otherwise... but it will let you make a Commander ship of sorts as you like and upgr

1,416 Replies 4,489,718 Views

Ooooouuufff Third tier of Commanders seems possible but would require updated shipclass entries for every GRM race? No thank you. Nevermind lol. I'll just consider making the Admiral Ship awesome with that fun equipment instead lol. Maybe boost their cost in the end or such. PS: Changes to existing commanders... Commander/Admiral/Martyr/Exterminator/Sovereign all given increased and standardized weapons/defenses/engines. Ad

1,416 Replies 4,489,718 Views

Sooooooo For the next version/release of GRM... you can expect updated Mercs (which may wait until Intrigue is out... since Intrigue will likely mess with those files) and a little mod updating the Commanders... Thoughts on commanders? Currently I'm thinking... All commander ships possessing the original commander's abilities AND their new abilities. Possibly weakening the initial Commander's abilities (the Admiral would restore those to full str

1,416 Replies 4,489,718 Views

Seemingly you can't do this... I've recently tried to do much the same, but the game seems to hate append style files for the shipclass. But yeah... In theory, just a renamed file copy of shipclassdefs and remove the erroneous days. But I don't think it'll work.

6 Replies 29,487 Views

Absolutely . I'm working on stuff like that right now. You can do it in two ways... 1) find Commanderblueprintsdefs.xml .... Find the line that says hyperdrive plus.... Change it to warpdrive or just copy the whole line a few times. 2) find the commandercomponentsdefs.xml and add a speed boost ability to the admiral and Commander ship components. Option 1 is much simpler and easier in my

6 Replies 29,487 Views