So I don't know if it just me, but sometimes I can flip a enemy planet fully surrounded by enemy culture "lanes" and have it hold for awhile (though it will flash and say the the planet will be converted soon to enemy). Then if I build a broadcast center it stops flashing and holds. Often it requires colonizing multiple times. Am I the only one with this experience? Also, I think the system could be great as it is currently implemented with two changes: 1) decay rates need to b
BozoTheClown
I'll refer you to the daily roundup at the bottom of each of which is the request for posts to be on single topics . So I went a little overboard.
I'm resisting the the urge to start a flame war.
Universe design: The rendering at the star, planet and individual ship level (especially for the cruisers and capitols) is beautiful. Mass fleet warfare close up is incredible and I love both the graphical detail and the movement and battle detail, like the pauses in firing, types of projectiles, phase jump halos, etc (probably playing at 1920x1200 with a quadroFX doesnt hurt). There is just something missing to me about the interaction with the environment for most of the gameplay - m
How about leaving everything as is, but just either make the gravity wells larger or the units all slower and be able to jump to adjacent territories from anywhere on the periphery of the well. This would work such that you still had to stop in well b on the way from a to c, but the stop was just to cool down and wait for the antimatter to replenish, ie in a situation trying to go a->b->c because a->c doesn’t exist, you charge the jump in a, jump to b, wait for antimatter return in b,
I know it has been basically ruled out to be able to jump from any gravity well to any other, but how about making that possible, but making the time/distance relationship exponential such that it would be the same length of time to take three small jumps from a->b->c->d as it would to take one large jump to d. And if you’re ripping a big hole out of space-time, maybe the people on the other end would know as soon as you initiated. That way, you would have more time to prepare for visitors from
If culture is left the way it is, I'd suggest limiting cultural growth to the connections one step outside your empire. Then if/when that site (asteroid/planet) flips to you, your culture can expand from there. Culture decay following planet loss in the periphery vs in the interior of your empire would then automatically have worse effects - makes sense, right? A planet lost inside your empire should be much harder for someone else to occupy than one in the outer limits. GalCivII had s
Culture 1)I quite like the idea and many parts of the implementation, but I think the way in which culture overlaps or is broken needs to be changed. I think it would be much better integrated if culture came from all the "logistic" buildings. Why not just create two classes of building? military and cultural(economic? civilian?) rather than tactical and logistic. put all the offense/defense/building warships into military (maybe except for capitol shipyards, which could give a civilia
Not the first to say this, but I am anyways: Make each individual capital ship a research target. It makes no sense that each of the cruisers is a tech but the capitals are not. unless not all the capitols are available to each of the races and we're just beta-ing all of them.
Even if the tree is left pretty simple like it is currently, I'd like to see the costs (in time only, not in money) and rewards go up. I'm not sure if there is a lot of skew already towards combat or not, I haven't really played enough to tell - but if there is, make them take longer, or make the other bonuses go up. I think it would add a lot of dimension to the game if most of the time you can't get through even the majority of the tree and it would help to differentiate playing styl
I agree with whomever above said that the way the number of research platforms unlocks new tech is really arbitrary. Why not a GalCivII model where each additional station adds rate? And how about making the tech more differentiated, like diversifying the tree?
3)Research. I think at the bare minimum, the layout needs to be tweaked, but I think there could be significant improvement otherwise as well (see next posts). Layout: How about a wider or taller layout with either columns or rows based on hierarchy? Put all the new ships near each other. Put the defense and regeneration next to one another. Put the added damage items close to one another. I think there was an effort to do this overall, but if things don't relate, I think it is much cle
2)Logistics/Tactical - I second someone else above, who pointed out that the distinction between these is pretty silly - why not just have a given number of spots to build based on type of planet? I guess the potential reason is that it could be too unbalancing or make logistics deemphasized? I think it would be fine - you could put in max numbers of particular installations for balance I guess. I think it would be improved to have a much more limited are in which y
I've tried to read through the 400-odd posts that are under beta feedback so I don't beat the proverbial dead horse, but here's my addition and not all of it is totally new (it’s a bit long, so I've tried to seperate it by topics (might be a bunch of them, but I'm curious what people will say - if that offends you, sorry, and don't read my posts): Seems like a very promising game, lots of fun already. Played one game on small, normal difficulty and in the middle of one medium, hard. I t