The planet's infocard will contain its own resource/income info. The one from the UI will list all the planets as well as an overall total. Its only really useful in this game to be able to judge where you are earning money and where you are losing it. Unlike Supcom, spending is not over time, but lump-sum. I.E. when you click to build a Capitol Ship, 3000 credits 400 metal and 250 crystal are immediately removed from your stockpile; thus you CANNOT begin building until you h
Kilumanjaro
I would be proud of that. Well done, Kosc.
You imagine correctly.
Impossible Creatures did use a system rather like that, actually. You'd design you're particular army by mixing and matching the properties of different creatures available to you and play through with an army entirely your own. Balance problems arose, though, because certain combinations were found to be superior to others, and eventually everyone ended up using the exact same army. It defeats the point of the game having an army creator when everyone uses the same army, you see. Li
Trade Centers and Refineries both put ships into space that move between locations and can potentially be caught in vulnerable positions. Destroying them denies that income to the owner of the ship, AND I believe you recover some amount of the resource it was carrying. I could be wrong about that last bit, so don't quote me on it. Additionally, if a player has had a bounty placed on them, destroying any of their structures or ships will yield you, the destroyer, with a portion of said
The tool-tip (infocard)when you hover over the resource number includes an increase/sec listed for each planet and trade center in your empire. Does the same for metal and crystal too.
Don't take me seriously... Ive done my share of moronic things, and made many people looks smarter by comparison. :LOL:
Lode Runner was good... Joust was genius! personally, though, I lost MONTHS of my life to Missile Command.
The problem the Dev's have had with this is really an issue of time. They started the game with a ship design system incorporated, but found it detracted too much time from actually playing and eventually it got the axe. Event the simplest drag and drop system they found to just take too much time to play with while time flows in the background. I would be interested to see if it could work out as a pre-game race-defining kind of mechanic, where you can work out ship designs and tech
We forgive you... without morons we wouldn't look nearly so smart. :P
You beat me this time, Linkes. :cool: Yet another reason to agree with the Stardock way of life. These guys should start a religion. I'd join.
You, sir, are an insufferable tease! Now, please, tease us more!
pfft... I have enough headaches with only one woman! why would I want more? Sins is by far superior.
What? No 5" floppies? I Want my Floppies! anyone here old enough to remember 8" floppies?
Well... psugar already described being chained to a keyboard, so the peanuts and nicknacks theory seems more likely.
bumpity :CONGRAT:
^^ Pink Space Pony in disguise... watch for trampling.
He's right. Look, right now a ship in game consists of an unique ID number, a mesh, 3 textures(color, normal and data), a position, a vector and speed. Add in just one turret, and you have an additional ID number, mesh, 3 more textures, a position, a vector, and another speed. Now lets make it a Kol with about 15 weapons. You make that one ship take almost 16 times the processing power to keep track of. As it is in Beta 4, I've seen my 3ghz Dual core start
Isn't it $10 for national, and $20 for international? fer shipping, I mean.
*waiting glued to the monitor*
Depends on just how much you enjoy being violated by the Kha'ak while playing GalCiv.
Says alot more than what has been said in the body of this thread. 'cept maybe this: [quote]I'm a smart arse[/quote]
Yeah, 1 spartan really does love it when men come out of the closet... but I digress. Welcome to the community, Connacht! p.s. I'm one of the ones that bite. :d
15 y/o boy, IIRC?
mmmm... Tranquilizers... *drools*