Put it down in the list of other sliders that should be added, like average Planet Quality, or a way to control the max/min possible PQ. Stardock doesn't like too many options like this, apparently I'm told too many options makes the game cease being a game... or something.
ansury
So the workaround for the broken agent system is to "not get too strong" and "build counter esp buildings on every colony, IF you even have them" (if not, yer screwed). OK.. (roffle?) How about this workaround: Fix the system or ditch it.
The diplomacy overhaul? Yeah probably, unless they keep putting out patches longer than we're picturing. But a simple patch to make AI aware of major actions taken to benefit them, and adjusting relations accordingly, is pretty minor.
Anyone know how hard would it be to create an Ur-Quan mod, substituting the current race animations/pics for UQM animations or pics?
And the title was supposed to say "It's about time...". wth !
That's a cool idea. I haven't given much thought to what a truely "improved" diplomatic system would be, since it'll just get ignored anyway, but that sounds like a good start and is the kind of thing I'm talking about. OMG, if only we had gotten that instead of agents in the last expansion...
[quote]And this just proves that Spam is smarter than most of the people who complain about spies.[/quote] What the hell does that mean?
What's wrong with mega events? They're cool. Not really sure how that relates either.
Well the Yor are certainly sucking in my current game. (Tech trade off) I've had to throw so much aid to them to save their rears, and even declare a short war just to stop them from being wiped out. Not that the Yor don't totally deserve to be wiped out--but I'd rather they keep fighting other races, it's a good show.
[quote]In my opinion the diplomacy could be improved a little. For example diplomatic relations only describe how they feel about you but you can't set how you feel about them.Relations like that are always bilateral. If the Yor have warm relations with the Dregin, the Dregin will have warm relations with the Yor. The same applies to you.Paying one civ to attack or make peace with a second civ does not affect the second civ's relations with you, as they have no way of knowing who did it.[/quote]
[quote]Moddability is good. Options are good. But the number of sliders for every option, from planet class/habitability to anomaly spawn rate to mega event frequency, would quickly get out of hand. Not to mention the people asking for the ability to selectively turn off individual classes of extreme planets, anomalies, mega events, ethical events, etc. The result would be a set up screen with literally hundreds of sliders, switches, and menus.[/quote] The biggest argument to me is that
Don't think it can happen in 2.1, sounds like too big of a change. Besides, wouldn't you rather have agents fixed, or new diplomacy options, or a better United Planets? OR SLAVE RACES!!! ^_^ I sure would.
One other thing.... Stardock should really add some kind of 'auto tax' feature that will optimize your tax level based on a target approval level! I mess with that tax slider alot too, and it does get old. Alternatively, some people may want to automate it in reverse as well, and select a target income level (at least +1, etc.) and simply keep an eye on approval level. The downside of this is you'll have to keep an eye on your approval level or treasury, but glancing down at the bottom
Oh, also quickly expanding and building lots of very small colonies will hurt you too. Usually (there may be tech tree exceptions) the initial colony maintenance cost is pretty high. At least it was in DL. So if you have alot of little colonies that are doing nothing but draining your income, with pop too small to compensate, that'll hurt.
Well stop playing the Yor then. :p No really, it does depend on your tech tree. But also, are you building any economic buildings? You will probably have to put some research into that... Also, sometimes things like industry or morale buildings are very expensive to maintain. (Depends on tech tree.) If you build too many (spamming lots of those is usually a waste at some point eventually anyway) I could see this happening. I'm usually burning up treasury until I get at
If a human player (or AI if they do this) pays off race #1 (the aggressor) to stop a war with race #2, do relations between the human player and race #2 improve? Does race #2 recognize and remember when another race helps them, and maybe even return the favor at their next meeting? I can't tell if this happens, but I think it should. At the very least a relations improvement...
And is it just me, or are the Ilwrath in the wrong place on that map? Too high up, should be left of Earthling on the edge eh? And technically the two races (don't want to type their crazy names) in that area didn't exist during SC2! :p
lol Yeah yeah.. I've done it alot though. I never did this game's campaign mode so maybe there is a 'planetary shield', that's interesting. Cool thing about Starcon was that the "best" ships weren't always the best in all cases! I had alot of fun taking out UQ dreadnaughts (even Kohr Ah) using Spathi, and especially those little Thraddash ships. hehe Starflight 2 was too hard and scary so I lost interest. lol.. Basically StarCon2 without the humor and other forms of en
[quote]My score-scoffing side thinks "collection of options" is a swell design theme for a software toy. SimCity is what really got me hooked on computer toys, and SimEarth was even better in terms of picking a detailed baseline and watching stuff happen. (Alas, dear Spore, I'll never know ye...)But the broader the possible playing conditions, the harder it is to get a "reasonable" scoring system together and the more variability that the computer players need to cover. So I have some sympathy f
Fair enough I guess. I will refrain from the inappropriate wisecracks this time. ^_^ Creation of a scripting engine could be *huge* if it's powerful enough. (*ahem* United Planets scripting... hehe) I like the ideas in the post above too.
[quote]Isn't it interesting that no matter how hotly this topic is debated, or how strongly people feel about liking or disliking the new or the old screen, nobody has any objection to the OPTION of choosing either screen?Change = RiskyOPTIONS = Good[/quote] That's what I'm talking about. But someone claimed that a Stardock dev said something along the lines of (not the same wording) "If we add too many options soon we'll have a big list of options, instead of a game." That's j
It'd be cool if their 'master race' could control what the battle thrall races can or can't do as well. Ex. whether they can invade enemy planets, or even communicate with other races at all, or build starbases, etc. It'd also be cool if the 'master' race could assign orders or 'missions' to their battle thralls. Do such and such action, and get X award... or get Y penalty. (or both) Comeon Stardock, that'd be fun to implement, too! Slave races woohoo!
Awww yeah. YES!!! You are correct, it does need Ur-Quan! And especially Spathi! lol I did notice the Drengin/Korath similarity, first thing I thought of was Ur-Quan! Toys for Bob lawyers need to sue Stardock!!! j/k lol And their music was frikkin great and terrifying. Oh man, they would SOOOO kick the Dread Lord's asses. hehehe :p (Or maybe the Kor-Ah, since they are more evil.) Great ideas - I'd love to see new diplomatic options, and this is an idea for
Yes! This is a really easy, simple solution to some annoying problems. I'm all for AI improvements when possible, and if we can get AI improvements to fix this stuff then cool, but the above idea to "automatically fleet" groups of orbiting ships is a good one. I can't help myself but take advantage of the current behavior! I know I could just, like, not attack orbiting ships when they're practically defenseless because they're alone.... but it's just so tempting to destroy them merciles
Too bad it didn't figure that it'd be more cost effective to send them all into massive battles, decimating all their enemies fleets on suicide missions. :p Really, even if economics was the reason - if they were at war (and losing it) and had ANY sort of treasury to sustain a powerful fleet for any period of time, they'd be crazy doing anything but sending those ships out to do as much damage as possible (draining their bank account yes--in war, that's the norm). So maybe an AI enhance