We're still working out the mechanics for slaves. I think that slaves will probably not reproduce, for simplicity's sake. If they did, I think it would make sense that the offspring would also be slaves.
That would mean a limited amount of, say, Enpi in the galaxy, would it not? (Not that ...
Search found 20 matches
- Thu Jun 23, 2016 4:08 am
- Forum: Testing
- Topic: Eager to Hear About Diplomacy Implementation
- Replies: 43
- Views: 76774
- Sun Jun 19, 2016 3:37 pm
- Forum: Testing
- Topic: Tech Tree Restructuring
- Replies: 9
- Views: 19955
Re: Tech Tree Restructuring
It's not integrated, but this thread has some software that generates the tree automatically from the game files. You could reach it with an [ALT]+[TAB].
viewtopic.php?f=2&t=248
viewtopic.php?f=2&t=248
- Mon May 02, 2016 10:35 am
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1248
- Views: 1983807
Re: Suggest - Features and Improvements
I would love to have a change in the metal mechanic. The full cost of metal should be deducted in the moment the ship is beeing ordered. The current mechanic of a tiny fraction of metal deduction each turn has no real advantage, just more math and additionally sometimes annoying building delay ...
- Sun May 01, 2016 2:52 am
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1248
- Views: 1983807
Re: Suggest - Features and Improvements
With the increased metal costs for shipbuilding, I've been having build a lot of mining colonies by mid-game for ships and tanks and orbitals. Can we get a list of known planets we could sort by mineral abundance? Ideally, It would be closer to MoO2's planets list, with filters and all, but just ...
- Sun Apr 24, 2016 1:14 am
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1248
- Views: 1983807
Re: Suggest - Features and Improvements
Something that might be interesting is specialized designs; we already sort-of have some as race-specific designs, such as the Yoral's Frigate, the Orthin's Gunship, the Teros' Escort Carrier, and the Phidi's Torpedo Destroyer and maybe the Trade Ship and Armed Merchant, which are basically this; a ...
- Sat Apr 23, 2016 11:36 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1843
- Views: 2794033
Re: Report - Current Bugs and Issues
Not properly a bug, but the automatic ship design logic could use a tweak. I'm playing as a Phidi, and having developed Containment Fields (which makes the Trade Ship available) after Military Doctrine (which makes the Armor Brigade component available), the default Trade Ship design will come pre ...
- Sun Apr 17, 2016 12:30 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1843
- Views: 2794033
Re: Report - Current Bugs and Issues
Now that the Space Station is an Outpost variant, it's impossible to design a variant Space Station. Making a new design based on Outpost won't allow me to place anything but a Fuel Depot on the Station hardpoint, nor does it allow me to rename the design, so I end up with two Outposts on the ...
- Sun Apr 17, 2016 5:52 am
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1843
- Views: 2794033
Re: Report - Current Bugs and Issues
Now that the Space Station is an Outpost variant, it's impossible to design a variant Space Station. Making a new design based on Outpost won't allow me to place anything but a Fuel Depot on the Station hardpoint, nor does it allow me to rename the design, so I end up with two Outposts on the design ...
- Fri Mar 25, 2016 2:33 pm
- Forum: Testing
- Topic: Loading Overlays
- Replies: 18
- Views: 20218
Re: Loading Overlays
Starting a new game on dev crashes the game on universe generation with the 64-bit binary. 32-bit seems to work as intended. The crash.dmp file is 905,484,429 bytes in size, so I can't attach it to e-mail or to the forum. Is the updater capable of sending that?
- Sun Mar 20, 2016 9:32 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1843
- Views: 2794033
Re: Report - Current Bugs and Issues
The Haduir's science advisor, Lieutenant Gitak, does not, in fact, give discounts to any technology. He should give a 50% discount to "power" technologies (I'm assuming these would be Nuclear Power at 120, Fusion at 420, Antimatter at 800, Zero-Point Energy at 3500, and Artificial Singularities at ...
- Sat Mar 12, 2016 9:37 pm
- Forum: Testing
- Topic: A plea for Options
- Replies: 9
- Views: 11240
Re: A plea for Options
Out of curiosity, did you use the "pre-warp" option beside a race with "creative" trait ?
Because I found that you cripple yourself if you have to choose exclusive between absolute necessary techs.
I sure did! In MoO2, those pre-warp techs worked as if you were creative. The subterranean ...
Because I found that you cripple yourself if you have to choose exclusive between absolute necessary techs.
I sure did! In MoO2, those pre-warp techs worked as if you were creative. The subterranean ...
- Fri Mar 11, 2016 2:30 am
- Forum: Testing
- Topic: New game universe generation
- Replies: 1
- Views: 4268
New game universe generation
I know my machine is no supercomputer, but it takes several seconds between when I press "Start Game" in the universe generation screen and it actually telling me it's doing something. Since during that time the controls are locked, a different "generating galaxy" screen (or at least a pop-up) would ...
- Sun Mar 06, 2016 2:31 pm
- Forum: Testing
- Topic: Traders and pirates and scouts, O my
- Replies: 19
- Views: 30698
Re: Traders and pirates and scouts, O my
At some point we would like to further expand the resource model to include trade-able resources, which might require international trade routes, and if so then that might be an opportunity to revisit the subject of commerce raiding.
Please be careful of increasing too much the complexity of the ...
Please be careful of increasing too much the complexity of the ...
- Sat Mar 05, 2016 1:57 am
- Forum: Testing
- Topic: Phidi scoutship question
- Replies: 8
- Views: 11635
Re: Phidi scoutship question
As it stands right now, for most races having science stations in a ship means either letting go of Warp Stabilizers, letting go of Shields, or building some kind of Heavy Cruiser Scout.
- Thu Mar 03, 2016 11:18 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1843
- Views: 2794033
Re: Report - Current Bugs and Issues
There's an asterisk next to "Colonize: Proxima III", as if the AI had elected to do this, even though I selected that action myself (game_880).