Search found 941 matches
- Fri May 04, 2012 6:52 pm
- Forum: Other Game Design
- Topic: Map overlays.
- Replies: 6
- Views: 572
Re: Map overlays.
Is there a package with all that stuff?
- Fri May 04, 2012 6:47 pm
- Forum: Other Game Design
- Topic: Thoughts after my first play in several years
- Replies: 34
- Views: 4382
Re: Thoughts after my first play in several years
does combat speed affect how often things fire? I was wondering what that stat was for.
"Eaten by space monsters" has been the fate of far too many ships for this to be a fluke. And your explanation would explain why my ships do so much better in groups.
"Eaten by space monsters" has been the fate of far too many ships for this to be a fluke. And your explanation would explain why my ships do so much better in groups.
- Fri May 04, 2012 3:00 pm
- Forum: Other Game Design
- Topic: Map overlays.
- Replies: 6
- Views: 572
Re: Map overlays.
Hmm... what's the current version number? Maybe I'm talking about an older version..
anyways, the red dots to indicate monster movement often make it hard to tell how many monster groups are moving around, but it's not a big issue.
anyways, the red dots to indicate monster movement often make it hard to tell how many monster groups are moving around, but it's not a big issue.
- Fri May 04, 2012 2:56 pm
- Forum: Other Game Design
- Topic: Thoughts after my first play in several years
- Replies: 34
- Views: 4382
Re: Thoughts after my first play in several years
so what's the current version?
EDIT: and if those are the right stats(for the version I'm playing), then how is it that the kraken can kill ships with higher stats?
EDIT: and if those are the right stats(for the version I'm playing), then how is it that the kraken can kill ships with higher stats?
- Thu May 03, 2012 9:17 pm
- Forum: Other Game Design
- Topic: Map overlays.
- Replies: 6
- Views: 572
Map overlays.
One thing I was pondering is adding map overlays to the main map. what would these do? One idea I had was an overlay which would show your sensor coverage. As-is it's largely guess work knowing whether a system is displayed as empty because it IS empty or because you can't see what's there. Another ...
- Thu May 03, 2012 8:54 pm
- Forum: Other Game Design
- Topic: Thoughts after my first play in several years
- Replies: 34
- Views: 4382
Re: Thoughts after my first play in several years
ah, maybe that's it. I think I have the latest version and the behavior of the game would support them having 60/2000 stats even though the stats are displayed as 10/50. Maybe it's a display glitch? I DL'd from the link here: http://freeorion.org/forum/viewtopic.php?f=12&t=6502 here's a picture:...
- Thu May 03, 2012 3:48 pm
- Forum: Strategy Games
- Topic: List of all space 4X games
- Replies: 111
- Views: 129922
Re: List of all space 4X games
hunh.... the space empires games haven't been added yet?
- Thu May 03, 2012 3:44 pm
- Forum: Other Game Design
- Topic: Thoughts after my first play in several years
- Replies: 34
- Views: 4382
Re: Thoughts after my first play in several years
Speaking of combat... how is combat with spacemonsters determined? they seem a lot more dangerous than their stats would suggest... Asteroid hulls with 40 attack and hp lose to great krakens with 10 attack and 50 hp.... another thing kinda bugged me... the game sometimes "shortens" numbers...
- Wed May 02, 2012 5:02 pm
- Forum: Other Game Design
- Topic: Thoughts after my first play in several years
- Replies: 34
- Views: 4382
Thoughts after my first play in several years
I like the new version! It's awesome! even "unfinished" it's a lot of fun to play in single player. Although.... I did get that "SURPRISE SPACE KRAKEN!" thing a lot... still do... one main thing that bugs me: could you guys add something to let you know WHAT blew your scout ships...
- Wed May 02, 2012 4:57 pm
- Forum: Other Game Design
- Topic: Exploration
- Replies: 11
- Views: 3706
Re: Exploration
Well, i would prefer to explore planets manually, that way, i can explore, colonise and move on. "Auto Exploration" might eventually be an option, but it certainly won't be mandatory. I agree, I think it should be optional. Auto explore can be very handy. Or at the very least make robotic...
- Wed May 02, 2012 4:50 pm
- Forum: Other Game Design
- Topic: Non-Stockpiled Trade / Influence
- Replies: 14
- Views: 2054
Re: Non-Stockpiled Trade / Influence
Ah, a static meter rather than a quantity?
- Tue May 01, 2012 9:02 pm
- Forum: Other Game Design
- Topic: Non-Stockpiled Trade / Influence
- Replies: 14
- Views: 2054
Re: Non-Stockpiled Trade / Influence
MoO2 and ST: BotF each had a generic "credits" resource which represented the empire's treasury/funds to construct things/bribe other races. I thought it worked pretty well. SE5 is very different in that no resource can be stockpiled indefinately. Your empire can only store a certain amoun...
- Mon Apr 30, 2012 7:54 pm
- Forum: Other Game Design
- Topic: Considering Strategic Resources
- Replies: 26
- Views: 3161
Re: Considering Strategic Resources
...no way to make it distribution-limited - all sources would contribute to the same meter regardless of what resource group they're in, which was something we wanted to avoid. [...] any location in the resource group could do stuff that requires that particular level of neutronium refinement, or w...
- Wed Apr 18, 2012 8:35 pm
- Forum: Other Game Design
- Topic: Considering Strategic Resources
- Replies: 26
- Views: 3161
Re: Considering Strategic Resources
I need to try the new version to see if I can get it to work. (and yeah I bumped the other thread before reading this one)
- Wed Apr 18, 2012 8:33 pm
- Forum: Other Game Design
- Topic: Special elements
- Replies: 42
- Views: 7023
Re: Special elements
Ghost Necro bump!