Lord_Samsquanch

Lord_Samsquanch

Joined Member # 2457399
1 Posts 26 Replies 150 Reputation

Allowing ships to "patrol", which would essentially be like explore, but would keep them within the boundries of your area of influence, going into a sentry mode (focusing when there's a ship in its sensor range). And allowing the player to contact other civilizations to remove their ships from your area of influence (which of course would be influenced by your diplomacy skill and influence points)...they'd also be able to do the same. The only caveat would be if an alien's world is in your re

400 Replies 125,976 Views

No, I wasn't giving them away, I was taking them from the opponent. It happened with the Beta 2, and again with the latest version (1.50.059 of DA).

8 Replies 10,128 Views

I came across a bit of an exploit: If I'm at war with someone, and I offer them a Peace Treaty, then tell them in order to have peace they have to give me some planets. It will come up red, saying, "Um...no...", but if I keep adding planets, it will go green.

8 Replies 10,128 Views

I had a bit of a snafu in a beta game, once. The pop-up came up saying that the Dread Lords negotiated peace with such-and-such race, I clicked on it, and lo and behold, I was brought to a dialogue screen with the Dread Lords. I clicked on "Peace Treaty", and told them to give me all of their techs...which they gladly did.

20 Replies 8,024 Views

When I bought GC2 from Future Schlop, they charged $39.95 CAD...so actually cheaper than buying from Stardock directly. Go fig.

7 Replies 4,805 Views

Couldn't it be handled something like this: Humans (player) to Altarians: I think the Drengin are getting too powerful. You should do something about it! Altarians: check the player's influence, military, and economy compared to the Drengin's influence, military, and economy, as well as its own. If the Drengins are higher than the humans, but lower than the Altarians, the response would be something like (depending on the relations), "Sure, we can help you out." If it's the

10 Replies 8,325 Views

Borders! For crying out loud why can my enemy fly threw my borders at will?!?! Border patrol, mang! Border patrol! Borders aren't actual lines in real life, they're still abstract, and it's up to the countries to monitor them. If you're concerned about the enemy slipping into your sphere of influence unnoticed, beef up your sensor tech, make s

53 Replies 32,514 Views

I liked 'em in MOO2. They were a great way to make sure that high quality planets weren't populated very early on in the game, and the planets were a good reward for those who were able to defeat the critters.

46 Replies 26,348 Views

I love the idea of an internal security funding...sort of like funding an internal police service, and the more money you give them, the more oppressive they become. Oppressive police will route out spies pretty quickly, but at the cost of approval from the citizens...think the Gustapo marching into houses and rounding up everyone they suspect to be a spy. But a more lax funding means the police are fewer in number, and less likely to act against possible threats. Sure, they'll still turn up

23 Replies 12,406 Views

I like that idea of having a percentage decrease. If not after a set amount of time, but the spy could reverse the percentage of population growth. Remember, the general rule of thumb is that it's an average of going 3 weeks without food. Some people will go sooner, and some will go later. Existing farms will ration out their food supplies as much as they can, stretching the remaining resources very thin, but eventually, people would begin to succumb to starvation. The spy could also be wor

9 Replies 5,619 Views

You see...when a man loves a woman... Actually, I think that's the way it *WAS* calculated. It'd different now. The Wiki site would be more accurate.

14 Replies 10,701 Views

I think the bubonic plague kills more than that in North America per year alone. And, there's still no cure for the plague, and it could spread like wildfire at any time...and could have over the past 500 years since it last reared it's head.

19 Replies 26,794 Views

Unlike most games where you can just jump into the campaign and start playing, this game, you'd probably be best to play a few random scenarios first, to get your feet wet and get an idea of how the game works. It's a pretty tough game, especially the campaign mode.

7 Replies 7,233 Views

For some reason, when ever I "Upgrade All Ships Of This Class", it's only costing 10% of what it says the actual value will be. For example, I upgraded 57 Cherub MK2 to Cherub MK3, which said the total cost would be 25000bc. I had 15000bc in my coffers, but thought, "What the hell? I've got a war on. I can't wait to destroy the Iconians..." So, I did, prepared to take the -10000bc hit for a few turns till it built back up. But, my treasury went down to 12500bc instead.

114 Replies 59,647 Views

Actually, yes, many scientists believe that a sentient species requires to be bipedal, and have binocular vision in order to adapt best to its enviroment. It's all about tools and depth perception. The only thing that could vary would be the organic compound the species are made out of. The majority of life on Earth is carbon-based, but there are a few silicoid-based creatures. Carbon and silicon bond best (through the means of water) to amino acids to create complex organic compou

60 Replies 35,896 Views

I'm partial to having an option in the diplomacy dialogue to demand that ships be withdrawn from your space, or demand tax on freighters that pass through your space. I'd also like the ability for ships to be able to patrol sectors, or even a designated path, like between two waypoints. It would be a good way to defend your borders. And, that sort of stuff can make or break alliances as well. If you demand your allies remove their ships, or pay taxes on freighters that pass through your a

34 Replies 17,109 Views

It's not really thinking like that. It would be something like: An Altarian fighter is sitting in a sector. The human player moves a ship into the same sector, within sensor range of the Alatarian ship. A series of if statements are run: If it's a foe: Can the fighter defeat it in battle? If yes: Can the fighter "out run" the enemy ship? If yes: The computer will designate the Altarian ship to move on its turn to attack the ship. If it's a friend:

9 Replies 6,463 Views

I'd like to expand on this, if I could. The way it would be really nifty to be done would be similar to what Sangiusius described, but here's my fleshed out version: The research tree isn't a tree perse, but more of a list of research possibilities. There would be energy, population, industry, etc. They would be very broad categories that would allow for more specific researching to be done later. Rather than researching one at a time, you could allot a specific amount o

16 Replies 20,854 Views

It would all depend on your playing style really. They all should be pretty well balanced (I can't say for sure, because I'm only now just playing an evil Terran Dominion game).

23 Replies 6,283 Views

A patrol option would be nice, where you could have ships patrolling either a sector, or your boundries. They'd just doodle along until either an alien ship comes into range, or an enemy ship comes into range.

34 Replies 23,210 Views

I just started a new game, and Earth has a +700% manufacturing bonus tile. Sweetness!

11 Replies 8,444 Views