[quote who="Cataclysm2000" reply="16" id="1980539"]Or make them all move. With Vas able to unpack back down to a Migrator for redeployment.[/quote] Or, simply give cannons and starbases relative swift movement along the Z axis only to allow them line of sight to the other side of the planet. It would have to be automatic and not controllable by the player, since structures are not supposed to 'move'. The Vasari starbase would have this ability too, but it would keep the playe
jjandrah
The inherent problem with giving the starbases and cannons massive range is that, graphically, ships would be shooting each other through planets . Nothing says immersion breaker like clipping. The obvious solution is to make things bendy and curve around the planet... but that could be rather expensive to patch into the point-to-point bullet code. Something that might just work (and be cheap to implement) is to have a 'reflector' at the p
Here are some of my thoughts about the beta; I've tried to organize them the best I can. Starbases Ordering of the ship construction buttons As a few others already said, the button rearrangement is hard to relearn. It's easy to figure out why it happened - starbases build frigates/cruisers and attack, and th
Excellent! I'm glad it's not just me that thinks it's a great game.
Not a problem. First question: Many of these colonization/expansion games don't have a 'campaign' mode, but that hasn't stopped many people from putting in tons of hours into them - Civilization, SimCity, etc. There was no story to MOO2 either, but I certainly put in a good number of single-player hours. There are numerous situations, tactics, and team compositions to try. You can also 'unlock' teams to build and break alliances as you see fit. And despite being mostly