Are you also working on DLCs 3 and 4 parallel to 2 so there might be a shorter time between 2 and 3 then 1 and 2?
The Fiirkaz ship concept looks awesome was thining maybe you guys are toiling also over the later DLC in parallel :)
No, not really. We talk about ideas for future features and where ...
Search found 1404 matches
- Mon Mar 15, 2021 10:05 pm
- Forum: General Forum
- Topic: DLC 3 and 4, from the Suggestions thread...
- Replies: 78
- Views: 337236
- Mon Mar 15, 2021 6:23 am
- Forum: General Forum
- Topic: New DLC
- Replies: 245
- Views: 1001367
Re: New DLC
Would I be right to guess, based on that terraforming chart, you can also try and move a glacier closer to an island with terraforming stations? Of interest to me, given how I mostly play Phidi, and increasing the population cap of Eluz a bit is fairly important to increasing its productivity. Also ...
- Sun Mar 14, 2021 10:33 pm
- Forum: General Forum
- Topic: New DLC
- Replies: 245
- Views: 1001367
Re: New DLC
The earliest available terraforming techs will be Terraforming Stations (these are essentially atmosphere processors similar to those seen in Aliens ) which allow you to thicken or this the atmosphere, Solar Mirrors which allow you to raise the temperature, and Solar Shades which allow you to lower ...
- Sun Mar 14, 2021 4:13 am
- Forum: General Forum
- Topic: New DLC
- Replies: 245
- Views: 1001367
Re: New DLC
Both Coral and Paradise transformations will be special cases, and not just regular destinations on the default tech tree. And the effects will not necessarily be the same as they are now.
While it might not be a huge deal to do special versions of the homeworlds as they could probably be handled ...
While it might not be a huge deal to do special versions of the homeworlds as they could probably be handled ...
- Sat Mar 13, 2021 11:23 pm
- Forum: General Forum
- Topic: New DLC
- Replies: 245
- Views: 1001367
Re: New DLC
The original continent map of Verrold:
- Sat Mar 13, 2021 10:38 pm
- Forum: General Forum
- Topic: New DLC
- Replies: 245
- Views: 1001367
Re: New DLC
In the current live game, there are a few useful Planetology techs that increase the habitability of planets by 1, but the transformation techs are all at the very end of the tree, and so don't really come into play in a normal game... terraforming is sort of a toy for the endgame, but once you get ...
- Sat Mar 13, 2021 9:41 am
- Forum: General Forum
- Topic: New DLC
- Replies: 245
- Views: 1001367
Re: New DLC
The menu seems promising: is it for selecting the track on which the planet should be terraformed or is it only for overview of the progression?
It's for both. Though you can see progression on the normal planet screen.
ss_terraforming_wip1.jpg
The max pop measure seems to decrease with ...
It's for both. Though you can see progression on the normal planet screen.
ss_terraforming_wip1.jpg
The max pop measure seems to decrease with ...
- Sat Mar 06, 2021 9:19 pm
- Forum: General Forum
- Topic: New DLC
- Replies: 245
- Views: 1001367
Re: New DLC
We have what we need to continue work on the DLC. It's just a matter of having free time and free energy, since we both have other jobs.
Our plan is that when we're getting near to completion and we have a good idea of when it will be finished, we'll go to the publisher and work out everything else ...
Our plan is that when we're getting near to completion and we have a good idea of when it will be finished, we'll go to the publisher and work out everything else ...
- Sun Feb 28, 2021 8:32 pm
- Forum: General Forum
- Topic: Imperial iconography
- Replies: 4
- Views: 35804
Re: Imperial iconography
I'm a little curious; was there any thought behind the meaning of the iconography for the different empires? Humanity's symbol is, of course, obvious. The Yoral symbol is likewise obviously a stylised Yoral hand. It's hard to tell, but the symbol for the Gremak Empire might be based on an abstract ...
- Sun Feb 28, 2021 8:12 pm
- Forum: General Forum
- Topic: DLC 3 and 4, from the Suggestions thread...
- Replies: 78
- Views: 337236
Re: DLC 3 and 4, from the Suggestions thread...
So, I have to ask, why does the culture system require the character system? It's not immediately obvious that institutional features would need 'hero characters', so I'm wondering what's planned about the implementation that forces the dependency. (For all I know, it could be an excellent reason ...
- Sun Feb 21, 2021 7:56 pm
- Forum: General Forum
- Topic: New DLC
- Replies: 245
- Views: 1001367
Re: New DLC
By "misaligned" I meant that the image isn't positioned correctly. There is no "alignment" in gameplay.
- Sat Feb 20, 2021 11:53 am
- Forum: General Forum
- Topic: Found an exploit of sorts...
- Replies: 4
- Views: 20588
Re: Found an exploit of sorts...
The MOO style movement system has some inherent drawbacks, but in my experience it works better than the starlane systems I have played.
- Sat Feb 20, 2021 3:22 am
- Forum: General Forum
- Topic: New DLC
- Replies: 245
- Views: 1001367
Re: New DLC
Here's some in-progress DLC work.
Current progress on the Gardeners homeworld. This currently using the Phidi nightside lights; the Gardeners will have a more elaborate bioluminescent nighttime display. A misaligned Gardeners adult.
Current progress on the Gardeners homeworld. This currently using the Phidi nightside lights; the Gardeners will have a more elaborate bioluminescent nighttime display. A misaligned Gardeners adult.
- Wed Feb 17, 2021 6:48 am
- Forum: General Forum
- Topic: The AI does not know fear (when it really should)
- Replies: 16
- Views: 88086
Re: The AI does not know fear (when it really should)
This is a common problem with AI factions, as it's very hard to simulate attitudes or intentions that persist from turn to turn. I find this irritating in my own gameplay (especially in games like Civilization 6 in which pathetic remnant nations that you spared from destruction have the gall to make ...
- Wed Feb 17, 2021 6:31 am
- Forum: Testing
- Topic: Discontent populations, staffing, Scavengers, and Gaiads
- Replies: 17
- Views: 86236
Re: Discontent populations, staffing, Scavengers, and Gaiads
I find it odd that Scavengers can't be moved, even though Scavengers are explicitly non-native by lore and proliferate throughout places by getting moved.
We specifically don't allow you to enslave or exterminate undesirable native species because they are specifically meant to be a disadvantage ...
We specifically don't allow you to enslave or exterminate undesirable native species because they are specifically meant to be a disadvantage ...