Ostsol

Ostsol

Joined Member # 2394405
1 Posts 3 Replies 6,300 Reputation

My thought is a level cap of 10, a greater amount of time between levels, and no hitpoint increases for going up in level. Instead, offense and defense become more and more effective. Instead of being totally random, ships of higher level have a greater probability of rolling higher. An easy way to implement this is rolling multiple times. If a ship has an offense:defense of 9:6, for example, the current model is basically: off

13 Replies 12,014 Views

I don't know if there's really a #1 best way of doing things. I build three factories, then a farm and an entertainment complex. The rest depends on what bonus tiles there are. If there are none, then I fill the rest with factories, quickly giving me a good manufacturing world, which is handy especially early in the game. When it's not a homeworld and just a colony, I follow the same pattern for the first five buildings, then fill the res

1 Replies 3,389 Views

Since you're using a Mobility Radeon it might be difficult finding up-to-date drivers. If your laptop manufacturer doesn't have any recently released drivers, then try OmegaDrivers. They're an unofficial repack of official drivers, but others here have reported that they work quite well. Link

3 Replies 2,501 Views

It was the second system NW of my homeworld, but I colonised toward the opposite direction, an area that was far away from the AIs. Fortunately, the Altarians, who had that gem, decided to declare war on me and only had 5.0b people on it. Now it's mine. . . After full terraforming it'll be PQ32. Link Right now, it's PQ28, due to basic Soil Enhancement. I'm still b

3 Replies 10,270 Views

I use KDevelop for all C++ and Python development that I do. It's a great IDE, though its version of Intellisense could use some work.

19 Replies 22,572 Views

Posting from Linux!! GalCiv2 is one of the few reasons I still use Windows. . . Anyway, unless the PS3 allows one to use a keyboard and mouse, that it uses Linux is only interesting to the geek in me. In a practical sense, it's just another operating system.

19 Replies 22,572 Views

Ostsol that wouldnt work simpy because a lot of ships can move further than they can see. Well, yeah, that's how things were in Stars! . Actually almost every ships' moves were into unknown territory until you had really long range scanners on your planets. Technically, Master of Orion

9 Replies 9,986 Views

Easy: when you want a ship to move, you order it to do so, but you don't actually get to see the ship move. You just give the order. When all turns are submitted to the server, all movement is evaluated. If your movement order was an interception, the server would evaluate the move such that it always tries to make contact when the other player's fleet, regardless of whether that fleet is moving or not. This is how it worked in Stars! , which was released about 10 years ago.

9 Replies 9,986 Views

In my most recent game I had the wonderful situation where one of my systems neighboured two Yor systems. I built the military starbase initially to help defend my world, but since it was so close it also proved very useful when I attacked, too.

34 Replies 27,298 Views

I think that a basic client-sever setup would be best for this type of game. PBeM works best when all players' turns are evaluated simultaneously, rather than in sequence.

9 Replies 9,986 Views

More RAM will definitely help. I'm running a 512 MB system and my page file usage peaks at around 1.1 GB when playing just on a large map. That's probably why things slow down: there's so much data that alot gets shunted into virtual memory -- which is, of course, a heck of alot slower than RAM.

1 Replies 3,348 Views

I rarely build more scouts than just my flagship. Usually I only build such ships as forward observers when I'm moving deep into enemy territory. Anyway, though, in the campaign I used a cargo hull for my scout ships. They can have alot more more engines, life support, and sensors than a tiny or small hull.

27 Replies 16,755 Views

I use a basic little naming code, then a fluff name. My colony ship is "UC-1 Coloniser", for example. 'U' for utility, 'C' for colony, and '1' for the generation. With warships the code is a bit longer. "WF-MP-1 Wasp". In the first section: 'W' for warship and 'F' for fighter (tiny hull). 'M' for missile weapons and 'P' for point-defense (any anti-missile defense).

5 Replies 6,243 Views

Heheh. . . Don't forget that the opposite can happen. In my early games the AIs kept surrendering to me when their wars with another AI didn't go well. I conquered most of the map without firing a single shot or building a single influence base.

15 Replies 14,501 Views

I don't think you should bother with a video card based on such old technology. That's a DirectX 8.1 video card. I'd bite the bullet and go for a more current low-end card. The Radeon x700 is definitely a much better choice. It does cost about $80 more, but in the long run you'll probably be more satisfied.

31 Replies 29,947 Views

Oh and please wait for the message to appear or at least wait 60 secs to make sure it wont before hitting submit multiple times I'm shocked! You mean to say that mashing the submit button doesn't make things go faster? <img src="http://images.stardock.com/gc2/T_DL/smiles/Gasp.gif" border=0 ALIGN="ab

9 Replies 5,227 Views

In the absence of a deeper combat system, I think that giving the attackers the initiative is perfectly fine. My preference would be for a simulated tactical combat system. It'd have all the depth of what games like Master of Orion had, but like Stars! it wouldn't have any player input during the battle itself. The player's control is limited to ship design, fleet composition, and perhaps a set of operational directives for the fleet.

31 Replies 34,549 Views