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by rattle
Sun Apr 26, 2015 12:20 pm
Forum: General Forum
Topic: Technology trees
Replies: 20
Views: 30984

Re: Technology trees

Right now weapons use slots, if a miniaturization milestone is met, the slot usage could be reduced in steps like 25%
by rattle
Sat Apr 25, 2015 9:09 pm
Forum: General Forum
Topic: Technology trees
Replies: 20
Views: 30984

Re: Technology trees

http://www.replacementdocs.com/download.php?view.6382 Page 37 (38) I think a fleet management screen that lists all ships (group selection possible through check box, ie. partial or whole groups) would be handy, like a tree structure. |-[±]<DesignName> (text "outdated") | |-[±]<SystemName>...
by rattle
Sat Apr 25, 2015 5:02 pm
Forum: General Forum
Topic: Technology trees
Replies: 20
Views: 30984

Re: Technology trees

Actually I don't remember, if it had mass refit at all. I have to install the game to see.
by rattle
Sat Apr 25, 2015 1:19 pm
Forum: General Forum
Topic: Technology trees
Replies: 20
Views: 30984

Re: Technology trees

Yeah I like it when things "level up", leaders, crew, technology. It was one of MoO2's strongest points.

Pax Imperia 2 had quite interesting features among the mass refit, sad that this series was never continued.
by rattle
Fri Apr 24, 2015 8:53 am
Forum: General Forum
Topic: Technology trees
Replies: 20
Views: 30984

Re: Technology trees

...and I kind of liked the research screen and to mess with sliders, watching percentages and the bulbs. Personal thing. Same thing with colony development / management sliders. No build queues or buildings to manage. Build as many ships as production allows. I think this simplicity made it so good....
by rattle
Thu Apr 23, 2015 8:57 pm
Forum: General Forum
Topic: Technology trees
Replies: 20
Views: 30984

Re: Technology trees

What about the some what randomized tree of MOO1 where you advance tech in levels to unlock various things? It was linear as well and not mutually exclusive as far as I remember What about it? What was it that you liked about that system? It's progressive, linear and random nature so that each race...
by rattle
Thu Apr 23, 2015 7:12 pm
Forum: Testing
Topic: Colony management
Replies: 2
Views: 7073

Colony management

While the amount of micro is greatly reduced it would be nice to set policies for your worlds. On rich manufacture worlds I'd like to have only factories while others make better for research worlds, so it would be nice to set a policy for the auto builder, perhaps a ratio factories against labs. Es...
by rattle
Thu Apr 23, 2015 7:01 pm
Forum: General Forum
Topic: Technology trees
Replies: 20
Views: 30984

Re: Technology trees

What about the some what randomized tree of MOO1 where you advance tech in levels to unlock various things? It was linear as well and not mutually exclusive as far as I remember With the different weapons you have to make sure that not one is better than all the other options. In my first playthroug...
by rattle
Thu Apr 23, 2015 8:04 am
Forum: Testing
Topic: Hard coding
Replies: 3
Views: 8040

Re: Hard coding

Yeah I figured that much but was in fear that game mechanics and static things like ship stats are mixed together in a whole bunch.

Very happy about a runtime language, this is the big plus Star Ruler 2 has because you can easily introduce new mechanics via script.
by rattle
Thu Apr 23, 2015 7:47 am
Forum: Testing
Topic: Hard coding
Replies: 3
Views: 8040

Hard coding

That's a problem many games suffer from, for example StarDrive 2 is partially hard coded in some important places and unfriendly to modify compared to Star Ruler 2, which is very open to it's internal mechanics through a runtime script language. So my plea is that spreadsheets for races, their units...
by rattle
Thu Apr 23, 2015 7:29 am
Forum: General Forum
Topic: Hero system - rpglike elements
Replies: 9
Views: 15071

Re: Hero system - rpglike elements

Great news, I loved the heroes from MoO2 for their simplicity and usefulness. It was always exciting if I was going to get Megatron to put him in charge of Orion or not. Will ships / crews gain experience? Star Drive 2 also gives out medals as in passive bonuses for units that performed well under s...
by rattle
Wed Apr 22, 2015 1:08 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1916166

Re: Suggest - Features and Improvements

Would be nice if ship design was improved so you are not as limited with 6x this weapon, 3x that weapon but given more flexibility. This is where MoO really shined IMO

Are there any plans?
by rattle
Mon Apr 13, 2015 6:45 pm
Forum: Testing
Topic: Planetary Defense
Replies: 16
Views: 27053

Re: Planetary Defense

I was just looking at everything, that's how I usually play games. What I find tedious is that the ship designer closes when you are done with something. I found the planetary defenses 1 and 2 there and by trial and error I found out that 1 is a single defense and 2 is the double defense. It would b...
by rattle
Mon Apr 13, 2015 1:24 am
Forum: Testing
Topic: Planetary Defense
Replies: 16
Views: 27053

Re: Planetary Defense

I was scrapping and rebuying ground batteries all over the place!
by rattle
Mon Apr 13, 2015 12:10 am
Forum: Testing
Topic: Light and medium weapons in medium/heavy slots
Replies: 4
Views: 8556

Re: Light and medium weapons in medium/heavy slots

I did find a benefit after all... Disruptors and later Fusion beams seem to be more effective than most of the heavy weapons and 360 PD weapons are cool too, though my death stars did not need them.

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