Okay, cool, thanks for the info!
Puzzlemaker
Ha- I didn't even know that there was a BSG game. Is it any good?
I just noticed something about the Vasari rebels in the opening cinematic. I can't believe I haven't noticed it before. The capital ships accompanying the titan are all from the different factions. I wonder if that has any gameplay implications? Maybe some special alliance options?
[quote who="Scudhawk" reply="9" id="3146081"]When flipped by culture you should be given the option to take over the planet.[/quote] Ah, it does? My bad, I thought it automatically destroys it. I have had planets taken over and the population disappear, but never vise-versa.
Wow you guys are really freaking out here. Like GoaFan77 said, gravity wells are larger in rebellion, so they just upped the size a tiny bit to compensate. It's really not that big of a change, percentage wise compared to the original range. It's not the end of the world.
Oi... It's a space game. I don't really think adding that extra level would add to the game all that much, especially since orbital bombardment can just solve any ground resistance problems. That being said, having some simple way to take over a planet without orbital bombardment would be nice.
Darn, there goes my idea. The idea was a mod where you play as the Vasari loyalists, with their nemesis right behind them. Worlds on one side of the map would disapear/be annihilated, along with anything in the gravity well. It would slowly work it's way across. Now, the plan would be to either have worlds disappear once they have been annihilated, or once you get to an exit wormhole save the game, exit, and run a script that moves all your guys in
I have a few questions about what's possible. Is it possible to dynamically create planets during a game, and dynamically remove planets? Is it possible to import information from another save game into the map, and if not, how complicated is the save game? AKA would it be parse-able with a quick script? Is it possible for planets to have abilities that are activated even if they aren't owned by anyone? AKA, neutral planets
Also it depends on the faction. Advent loyalists and TEC rebels are xenophobic, and are harder to negotiate with. Likewise, negotiating with someone of your same faction is easier.
As far as I can tell, there is no way to take a planet without bringing it's population down to 0 and destroying it. Seems odd to me, especially when a planet goes because of culture. I understand it's for balance reasons, but... there really seems like there should be something.
Haha, that's pretty funny. Like taking a car to be stripped for parts, only to find a bunch of zealots rebuilding it in your front yard.
Actually I like this idea.
Yes, this bothers me a lot. You have my support.
This is a good list. Nice job!
Yeah it would be nice if this was put in.
Sorry, I did a quick search and didn't see any other posts. I must have missed it.
Some of the other abilities for the Corsev aren't clear as well.
Then it's definitely a bug, since it says that salvage operations only works on friendly ships.
Does anyone have any more information on this?
It says when friendly ships blow up within the radius it gains a percentage of their health. However, it also states that there is a bonus if the ship was boarded when it blows up? I think I have witnessed them gain health from the destruction of enemy ships, too. I havn't really tested it though, so it could be wrong. So either the discription is wrong, or it's just not very clear. Does it mean ships that you have taken over by boarding?
Honestly I don't understand the sidebar AT ALL . Anyone who wants to shed some light on it in this thread as well would be great. As for tricks, I doubleclick to zoom in sometimes. Also, Alt + Click selects all of that unit in the gravwell, which is helpfull. Alt also makes the health bars visible.
Um, if I lose my cap I keep playing?
I am glad you all like the capital ships. I am not a 100% fan on the cruisers either, but I did want to add a more non-combat oriented unit you could build. That was the best I could think up. Also, it's Level 6 Ability, Jammer, not Level 6, Ability Jammer. I should have added in a comma. My bad.
[quote who="Enderjmu" reply="2" id="2125381"]Starbase ability - Better cost resources. (that's a given), but it's nice! TEC marine cruiser: Meh, I don't think so. Especially the boarding bit. Seems like Advent's Domination ability, just slower. And in order to stave off a culture bombardment, apparently all you need is a Culture Cruiser at each planet? Really? Nice Vasari cap though. +1 to Deploy Construtors ability. Just have it follow an Egg around and you c
I support this movement!