Search found 168 matches
- Sun Oct 19, 2014 3:11 pm
- Forum: Play-Testing Feedback
- Topic: FO 0.4.4 svn 7641 win32 build
- Replies: 9
- Views: 1496
Re: FO 0.4.4 svn 7641 win32 build
Holdover from an old idea of how to use infrastructure, and almost certainly worth reconsidering in light of that idea basically being dumped. I need to go through buildings and rebalance a chunk of them at some point. how can i determine - whether new colony aquire supply line or not? something te...
- Sun Oct 19, 2014 1:17 pm
- Forum: Play-Testing Feedback
- Topic: FO 0.4.4 svn 7641 win32 build
- Replies: 9
- Views: 1496
Re: FO 0.4.4 svn 7641 win32 build
http://clip2net.com/s/j7e2Hk
why shipyard and drydock reducing infrastructure?
can you please add "show in Pedia" to structures, like that: http://clip2net.com/s/j7e6wc
and maybe - not only structures...
why shipyard and drydock reducing infrastructure?
can you please add "show in Pedia" to structures, like that: http://clip2net.com/s/j7e6wc
and maybe - not only structures...
- Sun Oct 19, 2014 12:32 pm
- Forum: Play-Testing Feedback
- Topic: FO 0.4.4 svn 7641 win32 build
- Replies: 9
- Views: 1496
Re: FO 0.4.4 svn 7641 win32 build
There are some monsters whose purpose is to guard certain specials (Ancient Ruins, Gaia, Computronium Moon etc.) or planets with certain natives (Acirema). Creation of these "guard monsters" are not affected by the Monsters Frequency setting, so they will still show up even with Monsters ...
- Sun Oct 19, 2014 11:10 am
- Forum: Play-Testing Feedback
- Topic: FO 0.4.4 svn 7641 win32 build
- Replies: 9
- Views: 1496
Re: FO 0.4.4 svn 7641 win32 build
colonial fleet at HW doesn't refuelling i've tried "next turn" - still zero fuel
- Sun Oct 19, 2014 10:53 am
- Forum: Play-Testing Feedback
- Topic: FO 0.4.4 svn 7641 win32 build
- Replies: 9
- Views: 1496
Re: FO 0.4.4 svn 7641 win32 build
sorry, i'm too lazy to programm i've just returned to see the progress of project.
by the way - i've set the "monsters" to "none", and they still destroying my scouts!
by the way - i've set the "monsters" to "none", and they still destroying my scouts!
- Sun Oct 19, 2014 5:13 am
- Forum: Play-Testing Feedback
- Topic: FO 0.4.4 svn 7641 win32 build
- Replies: 9
- Views: 1496
FO 0.4.4 svn 7641 win32 build
not a big deal, but why "tab" key doesn't select next option in "options" menu on game start? instead it adds " " to the current option. and why "esc" key doesn't close "options" menu on game start? "tab" and "esc" doesn't work at...
- Tue Dec 21, 2010 1:43 pm
- Forum: Other Game Design
- Topic: Infinite technology trees
- Replies: 16
- Views: 2693
Re: Infinite technology trees
I think the point is that if you have an infinite Tech Tree, and I stop researching at Weapon Level 100, while everyone else is at Weapon level 90... there is the danger that one onf them will get to Weapon Level 110, because they are still researching. So there is Never a reason to stop researchin...
- Tue Dec 21, 2010 1:32 pm
- Forum: Other Game Design
- Topic: Feedback
- Replies: 1
- Views: 523
Re: Feedback
you seemed to be right about all 3 positions. but questions of balancing are isn't of concern for now. so if you want to - you can make some changes yourself. just edit configs
- Tue Dec 14, 2010 1:55 pm
- Forum: Other Game Design
- Topic: Radical idea for tech researching?
- Replies: 19
- Views: 2711
Re: Radical idea for tech researching?
i guess it's intriguing unpredectabilityBigjoe5 wrote:That depends. What are the advantages to such a system over the current tech system?etintel wrote:Could the teching advance in a blind fashion like in AC?
- Tue Dec 14, 2010 1:31 pm
- Forum: Other Game Design
- Topic: Infinite technology trees
- Replies: 16
- Views: 2693
Re: Infinite technology trees
infinite tech tree doesn't solve "ultimate weapon" situation as you describe it - when some player puts all his research to achieve some "ultimate weapon". in case with infinite tech tree some player may also put all his research to some "super-level plasma" and this wi...
- Tue Dec 14, 2010 11:53 am
- Forum: Other Game Design
- Topic: We are in center of galaxy!
- Replies: 10
- Views: 1973
Re: We are in center of galaxy!
3D map IS simple. Try to play Ascendancy - you might like itPL_Andrev wrote:Of course - not. Game should be simple. 3D map is not.
- Sun Feb 28, 2010 7:24 pm
- Forum: Other Game Design
- Topic: Pausing Combat in Multiplayer
- Replies: 8
- Views: 1057
Re: Pausing Combat in Multiplayer
Phased-real time =/= real time. Players will be able to pause to give orders, then all players' ships will carry out their orders simultaneously. This prevents ridiculous first-strike advantages that occur in games such as MoO2. but games like HoMM deals with "first-strikes" very well. i ...
- Sun Feb 28, 2010 8:07 am
- Forum: Other Game Design
- Topic: Pausing Combat in Multiplayer
- Replies: 8
- Views: 1057
Re: Pausing Combat in Multiplayer
i hate real-time
please consider some switch to turn it off...
please consider some switch to turn it off...
- Sat Feb 27, 2010 8:25 pm
- Forum: Other Game Design
- Topic: Pausing Combat in Multiplayer
- Replies: 8
- Views: 1057
Re: Pausing Combat in Multiplayer
are we still speaking about turn-based strategy or am i missed a change of plans?
Re: 3348
strange battles...