Scoutdog

Scoutdog

Joined Member # 3256839
37 Posts 9,249 Replies 1,243 Reputation

Bad idea: gaining alien powers using the UFO hull shards featured in the X-files, thus contracting a terminal telepathic illness that slowly drives you mad.

1,363 Replies 2,341,623 Views

Not quite. Now, when I try to research the tech it says it will be done in 0 turns. When I click next turn, the research bar fills and the time to complete changes to "never". It stays that way forever, and I never get whatever the tech unlocks.

5 Replies 1,511 Views

[quote]Well the good news is it now advances to loading save game - creating world. Then it hung. I saved a game in progress. Then loaded from the main menu (I didn't restart the program). It said loading, creating world, then the application hung "Fantasy Turn Based Strategy Game" is not responding. debug.err[/quote]Still happening to me, though. debug

3 Replies 571 Views

[quote]Even if they had a bubble theyd still be covered in rock, would just create a cavern around the Stargate as the bubble wouldnt be able to stop rock from building up just outside the bubble and eventually ontop of the bubble. But that was disproved in SG1 when they jumped through their StarGate and landed back on Earth in the south pole. The Stargate was wedged into ice on one side. While the other side was open to a cavern. You would think if there was a bubble forcefield there would b

437 Replies 1,029,847 Views

[quote]My question is, why is the Stargates sitting in open areas on every planet. Especially planets that aren inhabitated by any sentient beings capable of clearing the area for the sake of using the Stargate as a religious site. You would think thousands and millions of years of not being used the area would be overgrown with trees and thick brush.[/quote]Yes, and some would actually be buried under miles of rock. The only thing I can thik of is that they somehow generate a force bubble th

437 Replies 1,029,847 Views

[quote]How random is random? Predictability isn't always a bad thing.[/quote] Exactly. My general rule is that there should be less that a 10% chance of a random event occurring, or that a random event that occurs should only affect the game by about 10%. For example, a tolerable RNG percentage for tech research would give (or take away) a bonus tech only 10% of the time, or increase/decrease the time needed to research a tech by only 10%. It's not perfect, but it usually gets you clo

96 Replies 257,964 Views

[quote]but if you give the player complete control with no variation, then players just develop an optimum path of research and research over multiple games becomes drudgery. [/quote]Not necessarily. If the game turns out like what I think it will turn out like, then the resource system and differing faction situations will make each game different enough that there is never a one-size-fits all optimum path.

96 Replies 257,964 Views