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by Arioch
Mon Jan 27, 2020 7:32 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 985
Views: 348121

Re: Suggest - Features and Improvements

I think we tried this at one point, and it really cluttered up the build menu.

Since there is no benefit to having "pure" populations (having 1 of the "wrong" population won't negatively impact your max pop), I'm not convinced that this is a problem that really needs a solution.
by Arioch
Fri Jan 24, 2020 10:13 pm
Forum: General Forum
Topic: Arda Seed Colony
Replies: 2
Views: 64

Re: Arda Seed Colony

Curious. Could you upload that game so we can take a look at it?

(with the game in question loaded, in Options menu, click "Upload Game Logs")
by Arioch
Fri Jan 24, 2020 6:07 pm
Forum: General Forum
Topic: Refit and Reverse Engineer
Replies: 1
Views: 40

Re: Refit and Reverse Engineer

Nice catch, thanks.
by Arioch
Wed Jan 22, 2020 7:34 am
Forum: General Forum
Topic: Fleet bases underwhelming?
Replies: 9
Views: 555

Re: Fleet bases underwhelming?

theoneo wrote:What about attaching a maneuvering engine to a fleet base and using it as a great boarding ship?

I don't think adding maneuvering engines will allow a station to move out of orbit, so it would only be usable in a defensive situation.
by Arioch
Mon Jan 20, 2020 10:03 am
Forum: General Forum
Topic: Terraforming
Replies: 33
Views: 2921

Re: Terraforming

AMX wrote:One of my pops unexpectedly suffering from overcrowding seems like enough of a penalty to me.

I think that's unlikely to happen unexpectedly. If you transform Desert into an Island world and the native Spicemongers don't like it, that probably shouldn't come as a surprise.
by Arioch
Sun Jan 19, 2020 11:31 pm
Forum: General Forum
Topic: Terraforming
Replies: 33
Views: 2921

Re: Terraforming

Max population is subjective to population type, so any display of max population by definition has to take this into account. But the maximum for one pop type can go down, even if the overall maximum goes up - having a more detailed preview than currently would be useful. I'm not sure how that wou...
by Arioch
Sun Jan 19, 2020 7:04 pm
Forum: General Forum
Topic: Terraforming
Replies: 33
Views: 2921

Re: Terraforming

Max population is subjective to population type, so any display of max population by definition has to take this into account.
by Arioch
Fri Jan 17, 2020 6:47 pm
Forum: General Forum
Topic: Terraforming
Replies: 33
Views: 2921

Re: Terraforming

This is all very cool, and I appreciate the effort to model real physics and planetology, but it seems a wee bit obsessive for a game system that seems aimed more at late game vanity projects than actual core gameplay. Part of the goal of the terraforming revamp is to break up transformations into ...
by Arioch
Thu Jan 16, 2020 11:12 pm
Forum: General Forum
Topic: Any Updates?
Replies: 1
Views: 506

Re: Any Updates?

I did post a little bit about the terraforming revamp plans:
viewtopic.php?f=3&p=10269#p10246
by Arioch
Thu Jan 16, 2020 10:58 pm
Forum: General Forum
Topic: Terraforming
Replies: 33
Views: 2921

Re: Terraforming

At the risk of being somewhat fatuous.... The game already models this particular transformation by allowing ocean to be changed to other types. (Not being entirely serious with this btw.) Not that it really matters as it's going to be changed anyway. The game also currently allows you to create ne...
by Arioch
Tue Jan 14, 2020 10:33 pm
Forum: General Forum
Topic: Terraforming
Replies: 33
Views: 2921

Re: Terraforming

And if they have a solid surface with water on top and then some atmosphere, then Ocean differs from Island only by a matter of degree. They both have the same stucture, just in different proportions. Sure, all planets are just balls of matter, differing mainly in proportions. The difference betwee...
by Arioch
Tue Jan 14, 2020 6:00 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 985
Views: 348121

Re: Suggest - Features and Improvements

I'd really like to have more asymmetrical race relations, as well as more positive and negative effects on morale. But to do that, I think we have to give the player more levers to push on to manage morale levels, which as I said is a pretty big job. We've got lots of ideas on what to do with the mo...
by Arioch
Tue Jan 14, 2020 12:40 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 985
Views: 348121

Re: Suggest - Features and Improvements

Does it make sense to have "Alien Rulers" penalty when other faction is annexed? From a tech side it makes sense as withouth the tech the base behaviour applies but if they join willingly it would be cool to see a special bonus offsetting it like: "We are stronger together" Well...
by Arioch
Mon Jan 13, 2020 10:31 pm
Forum: General Forum
Topic: Terraforming
Replies: 33
Views: 2921

Re: Terraforming

That almost sounds like we're missing a planet type between Island and Ocean. :| We're missing lots of planet types, but this isn't meant to be a simulation. The goal is to give the player more options to improve some of his worlds, and not necessarily a tool to transform any planet into any other ...
by Arioch
Sun Jan 12, 2020 8:31 pm
Forum: General Forum
Topic: Troopship cost
Replies: 1
Views: 312

Re: Troopship cost

Since the loaded ground troops are part of the ship, I expect that it does get the shipyard discount.

This probably doesn't make sense, but it doesn't bother me sufficiently that I think it would need to be changed.

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