[quote who="perigrine23" reply="16" id="3473128"] From a game-play perspective, I don't like stargates or jumpdrives because they remove the need for a balanced military presence and increase the incentive for maintaining just a few super-powerful fleets. [/quote] With respect to this aspect, it is true to a certain extent. But, given the potential for maps spanning several thousand hexes, and containing hundreds of worlds, I don't see this as a problem.
trims2u
Ryat is correct, but I do think fixing this (as well as the icons) is the FIRST priority when prepping for the actual beta release. That is, we're still well into alpha mode, figuring out features and stuff, but as soon as that's done and there's serious efforts to stabilize for the beta, this is going to have to get fixed ASAP. Because, I can *guaranty* that it'll be at the top of the bitch list for the Beta people, since it does actually interfere with gamepl
I envision hypergates subject to the same limitations as Starbases - depending on your logistics score, and no more than a small fixed number per sector. Also, I don't know if I made this clear or not, but I expect that hypergates have to come in pairs or endpoints, and for each hypergate, there is ONLY one place to travel. Both limitations, I think, will keep down on littering the galaxy with hypergates. I suggest the distance/transit limits as an
Hypergates supplement, but do not replace, hyperdrive, in the same way railroads supplement, but do not replace, wheeled vehicles. Hyperdrives allow you to go ANYWHERE. Hypergates allow your to go ONE specific place, faster. Having hypergates around would add a whole new strategic dimension to the game, because people would now be concerned with fighting over critical crossroads places, not to mention the fact that bringing along your own hypergate constructor cha
I want my hypergates. Simple, point-to-point transit. Relatively easy to add in, code-wise, too. You could even limit them by number of ships per turn that could use them, to avoid things like being able to teleport vast fleets in short periods of time. The fluff even says we had hypergates before the hyperdrive was invented. So can we have them back again, please?
According to the Release Notes for the current Catalyst drivers: http://support.amd.com/en-us/kb-articles/Pages/AMDCatalyst14-4WINReleaseNotes.aspx The 6800 is still supported.
My issues with Mecha are that even in fantasy Sci Fi, they're only for ground combat. Unless we want to go full-on StarWars where physics means absolutely nothing and we can do completely ridiculous things that are only possible in someone's imagination. Giant Robot combat in space falls into this category of pure fantasy. As to mecha for ground combat, until we allow custom unit builds for ground combat (like we do for spaceships), anything more than them being fl
I'm *meh* on either PS4 or XB1 development. StarDock has the numbers, so I'm perfectly fine with them making the decision. I obviously only really care about maintaining a PC platform. :-) And, in that vein, PLEASE, NO WINDOWS 8-SPECIFIC STUFF. Win7 is almost certainly going to be the baseline standard for a decade, and Win9 will almost certainly deprecate Win8 just as fast as Win7 did to Vista. When Win9 comes out in a c
Giant Mecha break the Square/Cube rule. http://tvtropes.org/pmwiki/pmwiki.php/Main/SquareCubeLaw They're never going to be practical. Ground pressure alone makes them completely infeasible, let alone power requirements. They're completely fictional, and fun within that realm of Science Fantasy. Ex: the 6m tall, 100ton mecha from BattleTech have a ground footprint of under 4 sq m at the
I love me some BattleTech. It's just a whole lot of fun to HULK SMASH!!!!! In a 100-ton walking death machine. :-) That said, Mecha only make sense in a ground combat/invasion scenario. So until we have GC3 include a Turn-Based Tactical Combat system, I can't see them being anything more than fluff. I'm actually much more in favor of a Gound/Invasion TBTC than I am the space-based version of it. Mecha in space as combat systems ma
This is exactly the kind of thing a DLC pack would be great for. And, yes, Larsenex, I would expect that a good portion of them are beneficial, not bad. In fact, even outside the Ethics-style portion, I'd like it if the player could chose to react from a couple of different option, and the outcome NOT revealed until after you make a choice. Pick the right option, and you'll end up with goodies, while pick the wrong one, and well... (So, when Bart Simpso
Doesn't have to be a plague. Just a Random Event. There were all kinds of Random Events in GC2, the only problem (from my standpoint) is that they were either (A) far too infrequent - I seldom got more than 3 or 4 in a 1000+ turn game, or (B) tied directly to the Ethics determination, and thus stopped when your researched Ethics. It's a big galaxy, and having a Random Event pop up every several hundred turns (at best) was kinda ludicrous. Having a variety o
[quote who="Gaunathor" reply="2" id="3469972"] Based on my look through the game-files, there are going to be open/closed border-treaties. There are also going to be relation-penalties for having ships and starbases within the ZOC of a race you don't have open borders with, and another one for having large fleets near another race's worlds or starbases. Due to this, it's very likely that the other race will soon declare war on you for your transgression.[/quote] <
I know we're not there, but now I think would be a good time to start collecting ideas for the kind of Random Events we saw in GC2, because it's likely that some of them might require a non-trivial amount of work to implement. And, of course, this is one of the areas where having a Modding interface would be *really* nice. I'll start off with two suggestions: 1). Xenomorphs. Or, at least the idea of Xenomorphs. 
It's worth noting that in pretty much all media (TV, Film, Literature) in the SciFi genre, resource mining is done on either asteroids or low-gravity planetoids. Only in the SciFi/Fantasy genre (Star Wars, I'm looking at you here), do you see planet-based mining, and there it's almost always just fluff (i.e. cool setting to do something in, completely extraneous to the plot, etc.). Heck, the one big SciFi story that's actually pretty much ALL about mining (Battlefield Earth!)
I'd also say the graphics card is likely a bit underpowered by today's standards. I know that StarDock has said that any DX10.1 card will be playable, but the 560M is equivalent to the GeForce GT 450, which is a mid-range card THREE GENERATIONS back. I suspect you'll do better playing at a size below Full 1080p HD. Try 1680x1050 or the like.
From a "realistic" standpoint, harvesting resources from an asteroid in Zero G is vastly preferable to mining on a planet's surface, then having to blast the product back out of a gravity well. So much so, that the only reason to mine a planet after you've perfected asteroid mining is if you're after some incredibly rare element that isn't found in asteroids in any reasonable quantity - basically, the noble gases and several of the more highly-radioactiv
I just remembered something that was annoying in GC2, and tried it out in the GC3 Shipyard. Under GC2, there were two "misfeatures": 1) I created a ship as Race A and named it "Foo1". If, while playing as another Race B, I created a different ship, but named it the same thing (i.e. "Foo1"), GC2 would complain about duplicate names and overwrite Race A's ship if I wanted to save the design as the same name. This was a MAJOR inconvenience, because one tended to w
1) what do you mean? There's an auto-setting for the miners to go find new resource sources and start developing them, and mines automatically ship resources to the nearest friendly planet. What exactly are you looking for here? 2) Yup. Coming Real Soon Now. [e digicons]>_>[/e] 3) You're talking about Hypergates. Yeah, there's been some talk, but no commitment from StarDock so far. It's come up a number of times, but the level of enthusiasm seems m
Somebody's had a slow Friday. [e digicons];P[/e]
Only if the Difficulty level is HARDER than the one you're playing at. And, if the AI says something like "I just took a level in BadAss. Prepare to have your's handed to you!" [e digicons]B)[/e]
To be honest, this is best. I was seriously wondering how Stardock was going to have something "Playable" in a week. The current game isn't a game yet. I'd like to think that it doesn't go beta until it's about 90% feature complete. Not that the features can't be changed, but I think the Beta folks will be much happier with a game that has virtually all aspects of the "final" game already in place, even if there's significant tweaking to be done ye
There's a nice little heuristic that could be coded in for automatic placement: 1). Colony is not to be placed on a bonus tile (pretty sure the AI can be instructed to leave at least one tile as open during planet generation) 2.) do a quick scan of all non-bonus tiles, assembling the "worth" of each tile. Each tile has the following "worth index": A] +2 for every tile adjacent to the tile being assessed
Well, I don't know about you, but if I'm doing my job correctly, all my opponents will be significantly weaker than me by 2/3rds of the way through the game. [e digicons]}:)[/e]
And, frankly, I never saw the point of arming traders. It's hugely costly to do so (a decent attack/defense armament can triple or more the cost of the freighter). It's far cheaper to just build a bunch of extra traders, and send them out to destination worlds. When they get there, and you've already used all your Trade Routes, they can just sit. When another trader dies (often, due to the world changing hands, not "enemy action"), you've got routes all ready