Hello Maiden666, it's good to see someone is still around this game, actually playing it. I also started having a couple CU 6.2.3 games recently; some more spare time, side effect of the weird times we are living in, with most of the world in lockdown. It's really a long time since I was playing version 0.4 of your FW mod. What is the state now, is it complete?
abelisari
A few questions about v.0.4 - Development Aid: this tech says it reduces trade income by 25%. Does this apply only to the 2 new routes? I guess so but .... - Galactic Guide Book: I don't understand this one. It is just a subset of Eye of the Universe, and considering that you removed sensor ability from the survey module I don't think it is proving to be useful in any case. And ... considering that I never liked the idea of a book as a galactic wonder, what about chang
[quote who="Maiden666" reply="68" id="3658115"] Heyho, anyone got a good idea for a few futuristic additional invasion techniques? I'm currently working on those so I'd be all all ears. Tornado/Storms - (Arcean on Weather Control) EMPs - (general but selectively) I still need some Biowarfare, most likely incorporating a virus or bacteria, for the Iconians. Or maybe some type of rageing animal? [/quote] I don't know if it is possib
[quote who="Maiden666" reply="60" id="3657818"] What are your thoughts on that matter? Since you're still playing v.04 what were the greatest problems to overcome in successfully invadeing planets? [/quote] Frankly speaking I'm not at that stage yet. Still on the defensive against a very strong Terran-Torian alliance I'm actually very busy building up a good fleet, and also I was planning a peaceful victory, but if you need an opinion on invasion I can te
Didn't expect 0.5 so early. I want to finish my game with 0.4 before I update it, so I'll need some time. Next weekend I'm also going abroad, and coming back in a month, so I'm not going to finish with 0.4 before Christmas, probably. But thanks anyway for the new release, it looks promising. I guess the spell check DMF is doing for CU is still not included right?
[quote who="Maiden666" reply="47" id="3657403"] I'm very happy with the current state of the Iconians although ... [/quote] So am I at the moment, I'm enjoying playing with them, it feels very different from the CU Humans, more ... alien [e digicons]^_^[/e] Hope to find 0.5 after finishing the actual game, I want to try another civ; which ones will be ready for a play-through?
[quote who="Maiden666" reply="49" id="3657458"] Maybe simply keep the same names and advise a player to use the right-click popup more often? But that's also not really handy - it implies a player already knows by heart all the techs in his own tree - and if he don't, and a previous trade already has been done, you can't just go look at your own tree because you won't be allowed to get back into the diplomacy screen for another 8 turns. [e digicons]XO[/e] [/quote
[quote who="DMF" reply="50" id="3657556"] Change the name, keep the description largely the same, and note specifically that "this is like X tech but a bit different". Think less in terms of the Monte Haul type player that is pissed if he can't get the best of everything, and more of the player that is immersed in a narrative. "Hey, if you want to use Korx trading techniquest, they have these side effects". And sometime you just don't know until
[quote who="Maiden666" reply="43" id="3657117"] You are raiseing alot of concerns about general balance [/quote] I know, hope you understand it's just because I want to help. I've played games in the past that had incredible potential but didn't reach the goal of being fun, because unbalanced. I understand what you say and agree with you, but as you said it shouldn't always be the same civ to be your competitor. For my games with
[quote who="Maiden666" reply="40" id="3656961"] The negative implication however is that you can't build superfast ships by stacking engines on a hull in FW, that's why I need to offer more racial speedbonuses (which, for the AI are perfectly usable) [/quote] I always used additional engines only in cargo designs, and scouts. I considered them too space consuming to be used in military ships, even in CU. So the difference of approach in FW would not impact on my m
Ok I just checked and Minors are still there, just no one was in my area
[quote who="Maiden666" reply="37" id="3656757"] On your gigantic maps, did you feel your fleets should be able to move around more quickly - even after research into propulsion is finished, or not? [/quote] Absolutely not, as I said I find speed is well calibrated in the CU. Right now I'm playing your mod with Iconians and I have just finished the colonization races and started to build my military. My ships have a basic speed of 6, which is high, at this tech l
[quote who="Maiden666" reply="34" id="3656658"] BTW in the next version engines/propulsion and speed will be better/more easy accessable and there will be more options for players playing huge maps. I usually play medium/large maps and I somehow can't see how the Arceans total +3 speed can be satisfying in an immense map. Anyone has a feedback to what a balanced target speed setting could be on such extreme sized maps? [/quote] A last word on the Truckers Guild; I would
[quote who="Maiden666" reply="31" id="3656534"] the +1 in speed is simply there because there aren't many improvements in the game that will do this (Hyperion Shipyard is actually the only generic one) so I thought it may be interesting for a player to perhaps couple those two in the long run. but frankly, I may introduce more buildings that give such rare bonuses and then, may turn the Guild into an improvement similar to the Galactic Guide Book. but we're not t
[quote who="DMF" reply="30" id="3656524"] +Speed for a commercial guild seems entirely appropriate. Maybe they can outrun a warship ever once in a while. [/quote] If the +Speed was limited to cargo ships you would be right anyway giving +1 speed at the beginning of the game is something to consider carefully, I think. It is true that built immediately it is expensive to maintain, but anyway it is a very powerful improvement. And it is cheap to build, to
Regarding the Space Trucker's Guild, any reason behind the +1 speed bonus? It seems a little out of place. Something like an increased asteroid mining output (if possible), or decreasing the time needed to develop asteroids, or a slight industrial/economic improvement would fit better, imho.
[quote who="Maiden666" reply="25" id="3656339"] In the big one to the left it would be a little less intrusive, but in order for this info to be seen one would have to select the improvement firstly. Or to the right just below the impr name - where usually a short desc stands. This short description is actually not quite helpful to my eyes, because I can only use very little space to write 2-3 words: in the case of a simply improvement one can easily deduce from the toolbox
[quote who="abelisari" reply="23" id="3656324"] Anyway, I wanted to confirm that no special resources are appearing in the starting star system, in any of my games as Iconians. [/quote] Ok, never mind. Starting a new game, a tile in the home system had the approval bonus. So, even if very rarely, the bonus resources do appear.
I was playing your mod and rushed for starport technology: surprise, custom offices are turning into starports and my expenses are skyrocketing [e digicons]:grin:[/e] I have to restart. Anyway, I wanted to confirm that no special resources are appearing in the starting star system, in any of my games as Iconians. Probably it is caused by your change in PQ of the homeworld star system.
Hi, I'm wondering if you could add a feature to your mod: show the cost in resources of the improvements, instead of showing the weeks needed for building them. It would make things easier during the development of the first few colonies, when it is important to optimize things. I'm not talking about the building queue, there it's fine to show the building time, I'm talking about the small window where you can see the details of the selected building. O
[quote who="Maiden666" reply="15" id="3655430"] @abelisari it'll still take some time for v0.5 but for now I can tell you I took your advice and've taken a discrete look on the starting sensor-balancing and think I got it down even to the point no more frustration will arise even without picking one of the distribution point perks or political party. for one I've expanded the sensor-branch and sorted its content and made a real tree out of it, so you can
[quote who="Maiden666" reply="11" id="3655071"] The "Custom Office" --> "Starport" - chain has been deliberately designed to help the AI to not go broke by the colonial rush - which may still happen (because many AIs simply spend all available money to quickbuy Colony Ships) but at least, they'll recover so much more faster than in any other version of the game. Well, at least, until they've researched the Starport. The design manipulates the AI into this b
A couple of observations: I just realized I cannot build a starport on colonized planets, I checked the tech tree and saw it'll not be easy to get it. This is going to make exploration much longer. I suppose it is intentional but why? I have put the Space Trucker Guild in construction, saved, loaded, and the improvement was not in construction anymore and not available among the other buildings. After I have successfully built the Space Trucker Guild, the Spac
Wow, just began a new game, and I'm really impressed. The Iconians are very well characterized, starting abilities and techs are harmonized and very interesting; I have to say the starting planetary improvements are very powerful compared to the CU, especially the one that decreases colony maintenance by 10. Very very powerful during the colonization race, I hope not too much. I also like that I need to research Hyperdrive before I can start building colony ships, I hope Ter
Thanks, I was just going to start a new campaign. I'll try the Iconians, never played with them.