I was thinking earlier today on the whole sensor-counter sensor issue. Basically it was the notion of the fact the further away something is the less likely any sensor is going to see it. Thus around the edges of the sensor grid due to the area needed to be scanned it would not be as likely to see something as if it were one parsec away. Then there's also the fact that smaller objects are also less likely to be seen. Thus if you have a diminishing effect on the sensors the further away you get t
AnAnonymousFox
Some thoughts from this little fox. For spies I have been thinking and I believe the best approach would be to simply have it select the planet you want it to invade and a list of options would pop up for you to tell it what you want to do. Like you could have an option for it to destroy each type of building (research, morale, production, economy, production) but not be able to select specific buildings, reduce morale without dealing with buildings (IE reduce the morale of the populace on a pla
Make the random events when checking a planet more difficult to decide. As it is now it's basically Penalty=Good, small penalty-small bonus=Neutral and Bonus=Evil. Like the three examples given: You find on the planet that an immortal monk lives on the planet's surface. He seems to be a famous activist for the side of good but doesn't like discussing how he became immortal. Good (Let him stay on the planet and do as he wishes)= ++Morale (on planet), +Income (from tourism). Neutral (Ask
There's also the issue of dealing with a decreased Influence area just when you load the game. Running in 1.5 it generally takes a while for your influence to get to the size it should be right after loading (think it's a few weeks). During this time because of your weakened influence your places are much more likely to get the disloyalty check those first few turns. In fact in one of my current games I had one say it was close to defecting because the other race had 6 times the influence dispit
Precursor ships are one of the Super Events that you can get. I don't know which since I generally play with SE off but it's from one of the anomalies that you can explore early in the game. As for the level of the ship my last game it actually proved quite important. Mainly because I was using only 3 main fleets and swapping out any damaged ship the ships that survived got really high HP values. And when the Yor finally started packing some punch (first was doing about 14 mass damage while sitt
Yeah, I generally made a point of always fleeting my transports together simply because that way I only have one group of ships to move around. Most of the time I generally go the route of only 1000 troops for early-mid game and mid-late game I'll generally hold them up to 3000 troops. Else I always use whatever space is left to cram it full of my best engines, not so much as an exploit but that the planets making the transports (the ones with all the massive pops that can spare the troops) are
the main problem with doing that is the difficulty involved in even going about it. Making it branch from Laser 1 to Plasma 1 but you would not be able to affect the RP required from learning something. RP required at the start of the game is a static value and set based on your tech rate. Thus regardless of what you research you will not impact the amount needed for the next tech. So unless you're strapped for time there would ultimately be no real advantage to researching Laser II or Plasma II
So far every game I've played I've been on the good allignment and generally a custom race which is probably why I generally have too much trouble currently going beyond normal rating, though that might also be because I don't really think ahead too much. Haven't gotten far enough in my DA games to see how it fares but in DL the defenses were very useful, especially against the Yor who started packing a 21 attack on their small ships. Having a 12-18 defense without using too much space
Some thoughts from this little fox. For starters in the ship designer it would be really nice if adding a piece (whether jewelry or functional part) did not suddenly send me back to the beginning of the list. When making a ship with 100+ pieces of jewelry it gets really annoying to place a piece on your ship and then scroll through all the stuff you put on so that you can get to the piece you just added so you can tweak its alignment. I know you can technically just click on the piece, but in co
Figure go ahead and upload my last two attempts at making things. The first one was one I did before I got DA and never got around to uploading it here. This one was just me goofing around on a medium hull so I could have something spiffy to look at. Course because of all the candy in the map it looks larger than a base Large ship. This second one was one I made today while playing with the new goodies in DA. This
I tend to name my ships first and formost on if they are non-combat ships. If they serve a non-battle purpose (Colony Ship, etc.) Then I'll name it based on that. Then we start getting to my combat ships I'll go first on general appearence, like my Battle Crabs and Ring Fighters and Triangle Stars. These I keep for up to large. After that I start using some of the names for ships I used in Orion 2, like the Wrath and the Orion Buster. Fur suffixes I go one of 3 routes. If I feel the c
Not sure if this is a continuous error or if it's a fluke bug (or if this is the right place to post it) but on my last game I went from a 1.1 to the 1.11 and after that all my constructers would have a borked max speed. Basically my Constructers would have a set max speed of 3 plus any racial bonuses regardless of how many engines they have. So if I have it so that it should go 13 speed it'll go 13 that first turn, then only 4 every turn afterwards.
Felt like being silly, so I ended up making a ship that reminded me of a crab.
Initiative order: I think something like this should be used, but not so strictly small v small, big v big. Instead what'd be nice is a more prioritized system based on which enemy ship is most effectively brought down by your targetting ship. As it is currently with the "We all attack you" that can be exploited by simply figuring out which ship that is going to be then just put your best defenses on it and then while they attack your defense ship you are ploughing through their fleets. <br
The Earthling Cruiser from the Star Control games. First serious attempt at making a ship actually look like something.
Now I am more than a strong supporter for the idea that MP is way overrated and over-demanded. I am quite disheartened by the fact that most games now of late almost have to have both multiplayer and online capabilities to be considered decent. I believe this is not where games should be going. Yes, games against AI can’t compete with PVP games, but oftentimes a game stressing a MP experience will then opt to simply make the other people in the game su
Might take considerably longer than one hour but is an offshoot of one of the earlier suggestions and that would be to have either a morale or loyalty penalty to planets whenever an enemy's ship is nearby or in orbit. Rather realistic to have a planet more likely to revolt or switch sides when an enemy's armada is hovering over their skies. Not sure if it's been mentioned but the ability to custom paint ship parts. The current level of custo
I think it has something of an equilizer for the speed gamers and those that like a thorough game. The idea is that it would theoretically take as much effort to play two six year games as it would one eleven year game (a little less than direct sum in my estimate since later years tend to play slower than beginning of the game due to more stuff to manage). Thus to not punish the people who take their time to win they place a bonus for playing a longer