Oh yeah, good old games... I still remember the good time I had with Starflight I (still treasure the package, manual and map) - great SciFi-Game. Sadly, except from Starflight II, there was never a good successor in all the years. Or Elite III, huge galaxy with real star names and positions, great atmosphere - but sadly not much to do in that universe - where is Elite IV, V... ? The good old SSI AD&D RPGs (including Buck Rogers) - oh, how I miss turn-based combat in modern R
Jean
[quote who="Annatar11" reply="24" id="2115290"] The others are less so. The other issue of course is cpu load, which usually isn't thought of as a limiter. You know how large games start slowing down that has nothing to do with graphics? Making autocast smarter will require adding extra instructions for the cpu to execute. Pretty much everything would require a bunch of extra comparisons, per ability, per ship (in most cases). At full fleets and 10 player
- for me it seems that the AI does a very bad job fighting against advent starbases. Upgraded with Meteors and a little bit mor hull and shield it looses always (regardless of its fleet size). So if you resarch meteors very fast you can sit back and watch the game without doing much for hours (on unfair!). I recently nearly won an unfair game (random medium map) without a single research done in fleet logistics!!! (using only culture and starbases) (i destroyed two of thre
Well, to reduce the assumed bandwidth-problem with OnLive, perhaps with another approach the data compression ratio could be much improved, if they would not stream pixels but (2D)Vertices (only the transformed vertices that are actually shown on the screen) with some additional informations. Textures could be cached locally because they are used for a lot of frames in succession, most vertix-texture-coordinates and color don't change over a view frames so only a short move-vector or 2D-trans
mh I never played the stand alone Galactic Civilization II Campains, but I liked the integrated story in Master Of Orion II. So if they combine the random maps with story elements (like advent have to find clues and a way back to their homeworld and then taking revenge in a big battle - vasari have to find their battlestar-'earth' or fight against the dangeorous followers who hits their planet randomly from somewhere out of phasespace - and Tec go boldly where no man
perhaps they could double the weapon range and reduce the starbase damage output to 1/2 or 1/4. I mean, if there are no big battles against a starbase, because it is so easy to fly around it, then where is the fun? (Ogrev and Starfish could be changed too - so that their range is even greater - then ogrev and starfish would be a real threat, because they could destroy structures from very far away and appropiate counter measures are needed (fighters, minefield, starbase or flee
O well, then I have to wait until a new update solves this problem... I only play advent - because i dislike the militaristic voice sets of tec and vasari - and because I like the big illuminator light show ;-)
I played my first Entrenchment game yesterday as advent (huge random map, unfair, 7 AI player) and found that the AI wasn't able to destroy even a single starbase from me (deployed with additional defenses: turrets, 2 rapair stations, 2 hangars, 10 Illuminators). So it was a very boring match. Every 10 minutes or so, the AI started an attack, got crushed (Meteors) and started again, while I put all fleet points in a single big fleet (~10 Capitals) and expanded on the other side of the st