Hi Brad, maybe GalCiv II still is (one of) the best strategy games out there. but "Endless Space" looks like a great successor. Usability and GUI wise they are doing a lot right. Looking forward to hear how GalCiv III will benefit from such competition [e digicons]:grin:[/e]
GinTunic
[quote who="Destraex" reply="23" id="2995620"]good. can we all use our current impulse games on this system? I wanna get out of impulse now that gamestop are in.[/quote] dito
Does that mean I can manage my stardock products outside of impulse in the future or does that only apply for "new" sales ?
Well, it would help if IronClad/Stardock gave Sins+Entrenchment owners a little push (discount) to get them to Diplomacy. I am thinking in the way of Weekend Buys, etc. I could certainly be convinced ... [e digicons]:grin:[/e]
[quote who="CrazyC0330" reply="13" id="2019190"] if you guys have ideas for more companies, it's cool to tell us at Stardock about it, but you should also go to the forums of those companies and let them know about Impulse there too. I can't hurt. The more we spread the word, the better![/quote] I'd suggest Thirdwire www.thirdwire.com - great flight simulations, but I am not sure it fits their business model (very small company). It would be great though to give their
Another thing that comes naturally with scale is distance. Even if sized to subpixel we would never get to see more than one planet on the screen at once
great news. just wondering though: will Dreadlords also profit from these performance improvements in an update ?
1) Simply change the rules so that STARBASE BONUSES DO NOT STACK. For example, if your planet just happens to be within range of nine econ starbases with a certain +4% production module, it only gets that bonus once rather than nine times. (Alternatively, if different starbases offer a bonus to the same thing, simply take the highest bonus rather than considering which individual modules were responsible for it). I really support this idea. Iden
I'd like to see a separate executable for the shipeditor. This would enable us to design ships outside a game using all available hull sizes and dummy elements for weapon placement. This would allow for ship creation sessions which can later be used in a game when I just don't want to mess with designs. The editor would just be a shipstyle selection, the shipyard and ship creation screen and instead of researched weapons or modules the user can place dummy elements which he can
Perhaps the AI could serve diplomatic notice that the cultural starbase be destroyed or war will be declared. On a side note: I'd love to send this message to the AI races too. Even though they do not update their influence bases, some races (Torians, Iconians) seem to get a kick out of building them all over my area of influence and especially close to my planets. This poses a dilemma for me. I don't really want to risk good relations and I don
Before the upgrade function was put into the game, there was a lot of discussion about this. It was doen the way it is to reduce the tedium of the whole process. Very interesting - I didn't know the history of the upgrade discussion There is a difference depending on how far you are from your planet to prevent cheese. Is there any information provided by the game to see whether it is cost-effective to upgrade a given
I think the concept is fair, but the micromanagement would be very difficult. ... Any other system would be micromanagement hell. That's one major point I did not take into account with the original idea - micromanagement. Since I played only in small and medium galaxies this was not a concern for me but it could turn out very annoying if you have to manually move all ships to corresponding shipyards. My
What about this: Pirates become a minor race you can interact with, except that they don't have planets. Pirates have a steady stream of income that is enough to buy them additional ships and spies They gain income faster by attacking trade ships and starbases They also gain income by placing spies on planets. The side effect of the spy shutting the tile down (corruption, presumably) would be irrelevant to the pirates ... Wo
wowgh, this whole thread contains so much more information concerning the inner workings of the game - I'm in awe. Lots to learn. And I do agree - some more values and precise descriptions of what things do would help tremendously.
And the 20,000 economy cap is there ready to help ensure you have hopelesly inadequate reserves. I didn't know that. I seem to remember I had above 50 k bc reserves in my last game But have to admit, I'm still on normal. However, apart from cost, i like the upgrading procedure - it gives you or the AI a chance to catch ships offgu
But I really like the idea of having to be at a starport or space station. That's how it all started I love to expand the strategic elements without reinventing the game. Additionally this pushes the use of military starbases which I haven't used until now. Mostly I go with economic for my planets, some influence bases and of course the resource bases.<br
Please forgive my rant... I wasn't aiming towards anyone nor was I implying either one of you was complaining or giving bad input or anything... I just went off a little. No prob. I'm just really getting into the game and ideas how to extend the experience, improve perceived shortcomings and so on just keep coming ... I can't help it
How about a Constructor upgrading a ship in space? That's a possibility too. Questions would be: do upgrades use up the constructor? If yes, do you need additional funds for the upgrade? How to balance the constructor use for upgrades? But it does take away the strategic element of placing the starbases with the spacedock modules On the flip side, they need cheapened a great deal. Currently upgrades are hideously e
Hi, after playing DL for some time and greatly enjoying my time at it, there is one thing that really bugs me. Currently you can upgrade any ship just about anywhere and there is no clue as to where the resources are coming from and who actually refits the ship. So for a future game update/sequel I have two suggestions that could integrate ship upgrades more into a believable universe and also gives an alternative to bying ship upgrades with credits. 1) I suggest that
Yes, please for the love of God, leave things be. All of us come up with some pretty good ideas from time to time, and yes, I know the devs use our ideas and feedback in their work but come on, enough is enough. We can all remember certain things being 'nerfed' now can't we? Bitch and whine long enough and we might see a bunch of updates that basically detract from the experience. I don't want that, do you? Look at this as my own personal bitch fest with regards t
Hmmm, I did not mean to help the player or weak races with the alternate Pirate behavior. Just wanted it to be more reasonable from a pirate background and differentiate it from the Peacekeeper event. It should still count as a Mega-Event and force any participating race to adopt their current strategy or else suffer the consequences. Of course this would mean some work in the races AI section too.
If left unchecked they COULD develop into a major threat. That is not a mega event anymore. Otherwise i like the idea. Well you need reasonable fast ships to really get rid of them. Depending on the current research level the pirates speed could be determined by AI (but hopefully not faster than possible for races to achieve - see thread concerning pirates now) Up to that point you could only protect your colonies and starbases.
- Pirates attack minors too (so unfair! lol) - Pirates don't attack trade routes if you're protected by the wonder (or turns can really start to drag on). of course, this should be part of the change. Still my major point is to better reflect the assumed pirate behavior better than it is currently implemented. With the proposed changes, pirates would not be involved with politics and war since they would aim for
Hi all, after reading the experiences by players with the Pirates Megaevent an idea came up in my mind regarding the background and goals of pirates and how this could be included in the game with a different approach. To me pirates are striking at targets of opportunity using hit and run technics and try to avoid contact with regular armies. So my suggestion goes: - pirate ships are incredibly fast instead of powerful - have high attack but relatively low d