ID is a giant farce. There is so much misinformation put out about evolution on their side of the fence, combined with the fact that attacking the other valid design is their only credibly tactic... For those that might know, the Flying Spaghetti Monster was born out of a counter-argument to ID. If we can get away with teaching ID, then we should teach about how FSM created the universe with his noodly appendage. What evidence do we have to support this theory? Why, all of the uncertainty an
Mylon
People love Blizzard games because they have polish. They release the game when it's [B]done[/B] and not a day sooner. Out of the box it has a lot of attitude, charm, and at least a decent story. Battlenet, while not the best matchmaking system is still one of the better ones, despite all of this time. Throw in stuff like Warcraft 3's map editor and you'll have lots of time playing RPGs, zombie survival games, or if you really insist, DotA and DotA-style games. The gameplay isn't gr
Is it possible to make capital ships go beyond 10 levels? I want to know before I get my hands dirty even trying to make such a small mod only to find it is impossible.
For PC gaming and how to do it right, I point to Blizzard. Like a lot of people have stated, a lot of publishes vastly overestimate everyone's system specs. Blizzard games are designed to run on practically anything (one of their stated goals of Warcraft 3 was to make it run on a 400 mhz processor, granted, they didn't meet their goal, but they also published it a while after that statement). Compare WoW to a lot of MMOs out there and you'll find WoW probably runs better on lower end
[quote]A lot of the very hardcore players are concerned about multiple-building selection because they think it reduces skill. Now I can go back and double-click on my barracks, select all five of my barracks, and build a marine. Before you'd have to click marine, marine, marine, marine across the entire base.At the same time, we want to give what is now a fairly standard RTS interface to a lot of players. There's a lot of low-skill and medium-skill level players who will get a lot of value out
Space Empires 5 is pretty stable, but still lacking in a couple of areas, most notably the UI. Designing ships is clunky, as is trying to retrofit or scrap facilities or small units like fighters. So if you have a mod where you can have different kinds of facilities based on how much you're willing to spend (cheap mine, expensive mine), upgrading from the former to the latter is cumbersome.
The simple solution to the mitigation system without overly increasing game complexity (like critical hits disabling systems) is to make mitigation decay exponentially. This way one high-DPS ship is not able to max out the mitigation of a ship. Likewise, the mitigation cap could be increased, further decreasing the effectiveness of focus fire. Mitigation would have a half-life, so 30 DPS would result in a fairly low amount of mitigation, 300 DPS would result in a mid-to-high mitigatio
Sounds like mitigation would be better served by having a non-linear decay rate. Like a half-life. This way more DPS means a higher mitigation cap, rather than anything over 12.5 raising the cap to max.
Retreating always bugs the heck out of me in RTS games. If you have to retreat, you're probably already dead. But wait! Insult to injury, your units are going to take more damage while retreating! In Sins, the pace and method of battles mean it's possible to retreat without being totally gimped like in other RTS games, and it's something I wholly appreciate. But then, there is the problem of "retreating" to run the blockade.
[quote]How about just getting rid of the silly mechanic and adding some "anti-focus" factors that mimic the real world, such as damage and/or accuracy that scales with range to the target and a reduction of combat effectiveness (rate of fire and/or accuracy decrease) for damaged ships?[/quote] I agree. The reason focus fire is so important is because a ship at 1 HP is still just as effective as one at full HP. And even moreso, a ship at 1 HP can be repaired! 10 ships vs 10 ot
I agree with you, Gubbs. Giant fleets of doom vs giant fleets of doom. I spent far too many hours in one game jumping in and out of a system trying to break a siege because all 3 players in a 4 player game were trying to kill me and I couldn't go anywhere. Of course, since I couldn't go anywhere, I couldn't make any friends because I couldn't kill anything. Or do anything else except amass my own fleet of doom.
Combat in this game is a chore. Nevermind the huge amassing the AI does at the borders with that one giant fleet of doom, but trying to break the siege? The AI focuses fire on each and every capital ship, one by one, making them incredibly fragile and rendering the levelling up part of combat nonexistent unless a lot of micro is used. But my own ships don't similarly focus fire, so if I jump in with a superior force the AI chews up my ships and takes minimal losses on his own e
ing resources. Resources were "created" in this way, keeping the late game from becoming stale matches with nothing left to build with as the resources in the planets slowly depleted from mining.
there should also be more penalties for large empires to help the little guy have a fighting chance despite the big empire being able to afford things like sphereworlds.
What is the draginol event?
I can't quite figure out how economy works, either. Towards the end of the game my tax income was barely increasing (in comparison to my greatly increasing population). Increasing the tax slider increased tax revenue slightly until a certain point where it dropped very sharply (even if moral was still about 80%) and hovered about in the same area. The odd thing is that my production kept increasing, but my tax revenue didn't increase at nearly the same rate. I noticed barely any chan
I played a game in the gigantic balanced map and I got an error saying invalid map/scenerio, too.
Also, I don't think there's any downside to using the production bonuses starbases can provide. There's no maitenance and while some of the bonus does have to be paid for, some of it does not, making it "free" money at a 200 bc investment. A side effect is that the colony in question is more able to pump out starships more quickly.
I'd like to see more methods of continuous improvement. Examples would be the possibility to focus research into a specific field (economy, military, morale, soldiering, ect) to gain bonuses in that area. The idea is that this research is uncapped - One could research that field indefinitely and get some rather large bonuses. The bonus should obviously not be linear, but the idea is that there's always something to improve. Also is the possibility of military and social proje
Currently I'm playing in a gigantic map (the Balanced one, in fact) and I have all of my planets loaded with the same governer list, which puts the first two planet quality improvements up top, has a couple manufacturing improvements after, and then it alternates between morale and economy boosting facilities, finishing off with research boosting, the embassy, and the culutural exchange center, and finally terraforming. I also have a ton of starbases at my command. This means that all of my pl
It'd be nice if Galactic Civilizations showed this base number so I could more accurately predict the result of building a power plant or whatnot. That is, if the base production is 30 then a 20% increase at 3 maitenance (for a bonus of 6 IUs, only 2 of which are "free") could be determined as not worth it. Likewise for economic improvements... If a planet is generating 60 credits per turn, I'd have to look at the planet bonus (and further, my empire bonus) to determine just how much t
And that's what bothers me about it... A +20% increase in production with a 3 maitenance is justified if the planet is producing 15 military plus social which should net +3 "free" production, offsetting the maitenance, but this doesn't seem to be the case. A good deal of the improvements don't seem to justify their cost in upkeep to warrant building.
Also, do starbases incur maitenance? If so, I'd like this to be displayed when a starbase is doubleclicked, as with all other starships. There's no what to directly view how much a starbase costs to maintain or especially a ranger, if granted by an event.
From what I can tell, production bonuses increases a planets output, but this output doesn't come from nowhere - The increased output still has to be paid for. Or, at least that's how it seems. The plus listed next to the production usually doesn't seem to be related to the actual amount of bonus provided... If a planet is producing at 20 and has a +100% bonus, it usually doesn't show up as 20+20. For example, I have most of my capitals on a single planet and this planet takes well ov
I'd like to have super constructors and Starbase Governers in the game. The idea behind a super Constructor would be a constructor that adds more than one module to a starbase. So instead of paying 200 for one constructor, they could pay 1,000 for a super constructor with 5 modules. Why? Micromanagement reduction. On Gigantic maps it's a pain in the rear managing the construction of 5-10 starbases at once. Even more is trying to manage upgrading ones as more technology becomes avai