1. Make it easier to trade equal value "cutting edge" techs with your allies. eg If I have a weapon tech and my ally has a defensive tech that are equal value they won't trade, claiming it's too valuable. Make it so I can trade if they are equal. I mean this to only apply to allied/teamed races. 2. Give unarmed ships a chance to escape, say a scout has 7 moves it should have a % chance to escape an armed ship with only 2 or 3 moves. I'd apply it to unarmed ships with more than 3 mo
VV
I think even if GCIII could be started right away it's really better to take some time and come back with fresh eyes and new ideas for the series, I'm sure SD have heaps of great ideas already but sometimes after you take a break you see things in a new way. Looking forward to V2.0 and more details of the fantasy strategy.
To me the camapign seems to be either very easy or very difficult depending on how many arnor ships you're given. In mission one I took out the Korath quickly and had to tech for ages to get enough firepower to take out the one DL defender. Not too much fun hitting the turn button over and over after the threat is gone. Mission 2 the arnorian ship makes the Yor a walkover, just build transports. Now we get to my main beef, if you start with more than one arnor ship how are you su
[quote]It actually has the right caption. It confused me too, but then I looked some more at it, and realized that all captions are below their corresponding images[/quote] Nnngh! /slaps head.
Nice write up. Hanging out for the new campaign. I think you made a small oops on the desription for figure 3 though. I think it should say Arcean homeworld not Drengin again. Bit confusing.
The specific example you give about TF2 I have to disagree with. TF 2 is multiplayer so releasing a few $10 addons would soon make the game broken online unless you buy the addons because the servers would look after the interests of the "hardcore" who are very active in that game and likely would own all expansions/addons whatever. Sure maybe people whine about stuff not being free. Does it matter? I thought Stardocks policy was to sell to those who will buy?
Ok I tried to test this. I loaded a tiny map, dip translators takes 5 weeks. I loaded an immense map dip translators = 5 weeks. I built 2 labs in both cases it became 4 weeks. Is it supposed to be slower on immense without changing the research rate or is it not noticeable until later in the game? Maybe thats not how it works.
In case youre wondering, this is the reaction you get when you let people believe you make development decisions based on meaningless web polls, when really, you just dont want to do something and because youre not capable Did I miss something? The Multi web poll came out pretty convincingly to "I don't want to pay $20 for a MP addon" which a
I like the idea of the new combat rules but it will make the DL campaign even harder as your maxed out frieght hull with engines and weapons will be a one shot device now when the DL fires back (actually any hull will be I suppose). The mission where you are restricted to beam weapons only will be next to impossible (as though it's not already) because of the DL getting high shielding reasonably quickly. I'd like to see an escape opportunity each combat turn based on speed difference.
Um in 1.1beta you had to be close but in 1.1final you can just be friendly to get an alliance. You both have to have the tech to offer an alliance though IIRC (up the top after interstellar govts) so sell it or give it to em or whatever you have to do if you want an alliance.
Got 027 now. I didn't realise the factories were actually making sausages. That explains why I need so many to get my military production up. Takes a lot of sausage to make a starship!
SDC seems confused about what upgrades what. I got the 1.10.012 off SDC as an upgrade from 1.10[b4].018 and once it was down immediately had the upgrade option again back to the beta! 1.10.012 is actually 1.0x.1 though as the new game screen no longer has the "disable tech trading" feature. I'm sure they'll sort it out shortly.
I 'd like to see the ability to limit tech trading with allies so you can help them without having that tech spread by the AI. I'd limit it like this: You can set a traded good to not be tradeable by the AI via diplomacy (can still be stolen from them). You could only do this with races you are allied with or who ask you for help and only when you give the tech away free. This would provide a way to give real help to races you want to suppor
I don't think all new civilisations after a revolt should have the same tech level as the player. If I'm an evil enslaving dictator I'm hardly going to give my slaves access to my technology, not weapon or hull tech at least. Even a good aligned race with un-assimilated aliens isn't going to let them get at the highest tier techs. Good ideas though.