Big Jim Slade

Big Jim Slade

Joined Member # 2494739
1 Posts 77 Replies 124 Reputation

I think that combat could be enriched without giving people more ways to exploit the AI. Weapons are already different stat-wise with a few sweet spot weapons that people use to beat up the AI, like nano-rippers. I would like to see the ability to set a fleet's agression style before battle. You could choose from the following selections in the manage fleet screen: Battle: Like the standard fleets, it attacks the highest attack-to-defense ratio ship. Strike/Attrition: Attacks the ships

38 Replies 14,350 Views

At most, I'd move the Neutrality learning center behind invention matrix, and otherwise leave it alone. Good is the only ethos that is currently getting screwed, but after the 1.2 battle change, their defense bonuses may get way better. Also, do any of the instant defect super projects for evil actually work? I build one last game and watched 4 planets sit in states of rebellion for months, but they never joined me. If I was replacing buildings, I'd make 1 neutral building that is sp

21 Replies 14,970 Views

I need to play a few good ethics games to get an idea on how they go, but I find neutral the neutral morale boost (higher taxes), terraforming boost (more buildings on every planet right away), and research boost the most appealing. Evil has good weapons but the other races tend to be very cross with you. I think it is better on small galaxies where you only have a few planets and a few other races to play against, which mitigates the alliances of your foes. (2 on 1 is easier than 5 on 1.)

18 Replies 10,121 Views

I'd pay for: 1. Ships! I'd like every race to have unique base hull designs, and I'd like more jewelry hunks, and things like command decks and tubes and wings and stuff that make ships look more unique. 2. Sized equipment. If I play with the slider size for a laser, I want it's cost, space, and damage to scale as well. The ratios would be the same, but sometimes I really just want 1 rediculously huge gun slung to my huge hull instead of 12 little ones. This could make more

399 Replies 224,072 Views

Yeah, experience should probably be calculated on attack power. even a 6hp 0 defense ship is dangerous if it has a black hole generator or 2. It can blow a few of your ships up before it dies. IMO experience is fun in a game but comparing it to real life is plain silly. I mean really, you can now survive being stabbed 3 times with a spear every time it happens, and you spontaneously learned how to speak elvish, just because you killed some goblins?

16 Replies 10,470 Views

That gives me an evil idea. Make a ship that is inferior to a fleet of your ships but worth good exp, have them meet next to a military starbase to really stiack the odds in your favor, give the inferior ship to the ai, blow it up, harvest the experience. Repeat.

14 Replies 8,142 Views

I haven't seen a single advertisement for your game. I first heard of it off of a Freespace SCP message board where someone was trying to mod the ships to work in GalCiv2, and I ended up reading about it in your dev journals. I looked for the game in Best Buy and bought it when it showed up.

45 Replies 67,391 Views
Reply to Space Debris in Game Talk

I'd support expanded fun events that had an effect on the galaxy map like the "precursur device done blew up the planet" events, but as for eyecandy, space just doesn't really change that much in a decade.

21 Replies 8,950 Views

don't disband. just pick 1 ship and kick it out of the fleet by clicking its little x in the fleet list. then upgrade.

7 Replies 4,629 Views

I've seen that too. I think the AI needs a rough build order like "build one of everything first" and then weigh the amount of structures it needs to build to fix whatever deficiency it percieves the planet to have vs the amount of time to research better tech and then build less yet more advanced structures. It also needs to know on which planets it can actually get away with adding multiple farms.

11 Replies 11,029 Views

It seems like in my game, the drengin set the pace. They had the most powerful military (supposedly) and were projectile and armor heavy, so everyone else went for armor defense. my beam/missle boats are eating everything for breakfast. I think there may be some kind of bug in the military strength calculator. The game I'm playing has the drengin as the strongest military even though every ship I have has higher attack and defense ratings, I have more ships, I have more starbases (wi

10 Replies 7,221 Views

For a turn based strategy like this I could only really see myself using multiplayer with hotseat and Lan. Waiting for someone to design a ship without being able to walk over and heckle them would be horrible. I wouldn't care about balance either. For single player, I'd love to see even more ship jewelry, more hulls, and maybe the ability to launch the ship editor from the game menu but not in a game. This way I could manage ship hulls and designs whenever I'm feeling creative. I th

249 Replies 262,540 Views

I had this happen on my last game with a pirate ship on the terran world i was invading. I could shoot it forever, but it took no damage. (And boy it should have, I way outgunned it.) So I just ended up ignoring it and taking the planet in a ground assault. The pirates just chilled in orbit, totally invincible for another 10 or so turns. Then they spontaneously decided to move and attack my starbases. Since they got out from under the planet, I wiped them out with the fleet that had been there t

5 Replies 6,449 Views
Reply to Map Wrap in Ideas

Your average spiral galaxy is basically planar with dimentions of radius and thickness similar to a compact disk. Since the middle of most galaxies is a rather hostile place, a compact disk is a great analogy. So if you wanted to be really accurate, a round map with a hole in the middle about 30000 parsecs across would be the real thing. And for all intents and purposes, that can be 2D as well. A parsec is about 3.2 light years in distance in case anyone was wondering.

12 Replies 9,394 Views

In my recent game, the altarans fell to the drengen, and they took wisp. Then the humans took wisp in a war. Later I was rolling over the humans and got wisp. Since I'd never gotten close to the altarans before in a game before I'd won, I invaded it without looking at it, got it, and thought, "WTF?! This planet sucks!" Now Wisp has a starport and a factory and is churning out constructors for the 3 resources close to it that got *ahem* vacated recently, and is a vital part of my strat

22 Replies 9,071 Views

I always had the other view point. If you go beyond max range, I think your ship should die. For the colony modules, another trick would be to make a scout ship out of a cargo hull with only life supports and engines. have it scout for you and if you find another planet, upgrade it to a constructor, build a base, and use the range extention of the base to get a colony ship with extra engines there fast. This only works if you have lots of dough.

21 Replies 7,839 Views

I like the idea of roll per weapon and roll per defense module. Then small ship battles using tiny fighters with high calibur guns stay variant, but as ship size increases, the repeated rolling makes layered defenses formidable to beat.

23 Replies 27,350 Views

Green stars: Stars of the A spectral type, somewhat hotter than the sun have the center of their emission in the green band, but they appear white to out eye. Stars emitt light on a broad spectrum, so a star that has it's emissions peak in green would have nearly as much red and blue light emitted as well, making it look white for all intents and purposes. Normal stellar color sequence: Star color is entirely dependent on surface temperature, with the colors you see corresponding rou

35 Replies 13,407 Views

Good point. How should a computer decide to select carriers? If I were programming my carrier proposal I would use an equation comparing: amount of extra damage gained by replacing engines, sensors, and life support on tiny fighters with weapons (preferably whichever class its opponent has weak armor in) multiplied by the number of tiny ships possible in a fleet with a carrier (logistics - 6 or 8)/2 minus the highest damage value possible from weapons in th

14 Replies 8,781 Views

I think scouts follow a basic ai to go to the nearest unexplored area. So 20 scouts in a group will all chose to go to the same place. If you scatter them about and then tell them to auto scout, they'll behave differently.

10 Replies 9,124 Views