Gilmoy

Gilmoy

Joined Member # 3951432
3 Posts 44 Replies 12,180 Reputation

+1. This is similar to a concept I call "theaters", which I find useful when playing any 3X, 4X, Empire-like, boardgame, or other game with buildables and exploration (including some RPGs). Any map-based game with lots of things going on naturally demands a narrowing of scope (or you'll get overwhelmed by the complexity of interactions). Evidently, US and other militaries have encountered the same problem and found the same solution, for similar reasons. Hence

52 Replies 209,420 Views

And yes, I don't expect any of this to appear in GC*. This is just geek fun among fellow geeks. For game purposes, we happily suspend disbelief and grant the designers a great deal of artistic license. I don't mind the way GC3 black holes look and behave now. Maybe they're a bit too frequent, but that requires just a tweak to the map generator. As a game mechanism, it so happens that a GC3 black hole vortex is the only kind of impassable t

26 Replies 138,172 Views

We have overwhelming evidence that something exists that is as heavy, compact, and dense as a black hole. Sag A* is a (decades-)known radio and X-ray source. We've tracked (in infrared, which fortunately passes right through interstellar dust that occludes visible light from the galactic center) huge stars whipping around Sag A* like comets around a sun. That nails Sag A* with a mass of 4.3 million solar, but it's compact , tinier than the st

26 Replies 138,172 Views

I think this, in fact, is the novel and fertile game niche of 5X : explore, expand, exploit, exterminate, extend . Basically, first we implement Common Lisp (or a similar script language, but why settle for less). Then we (implement and) publish an API that exports all game data to this Lisp, e.g. ship list, planet manage, influence per hex, and every other kind of number. Every UI toolbox element simply queries a few data (plural :)) from t

2 Replies 4,093 Views

Black holes don't "slowly" pull things in. They're indistinguishable from a star of the same mass. Gravity is gravity. Even a supermassive black hole of 4 billion solar masses anchoring a galaxy with a huge central bulge (and lighting up as a quasar when it's feeding) doesn't pull its own galaxy in. In fact, quite the opposite: its jets are so overpowering that it blasts away all available gas from the galactic interior, which kills off star formation

26 Replies 138,172 Views

i.e. you're defining the concept of "region" as a scope for limits. Equivalently, you're promoting regions to second(?)-class values. (They're not first-class because they're still hard-coded, not definable on the fly.) Then it becomes trivial to impose region-wide limits for various buildables. The region takes over the role of encapsulating the "1-per-me" idiom. Of greater interest, you've further broken down the "region" constru

15 Replies 30,876 Views

Welp: W1. My non-hero group of soldiers took out both Vetrar and the fire dude (Aesenoth?). Normal difficulty. It was ... anticlimactic. Let small map = USA. I trembled in fear as V and A wandered between my cities around "Nebraska" (while actually doing nothing). I had no heroes nearby: Tandis + Keplin were in "Arizona", clearing out a ring around SK's fortress. Varda was up in "Montana" finding my 1st wild horses (but no m

1 Replies 2,475 Views

Yes, I think that is the intent. Research Project works the same way: you run your production through your entire manuf bonus pipeline, divide by 4 to get Raw Research, and then run that through your entire research bonus pipeline. So all of your bonuses in both pipelines pay off. This matters for e.g. Altarian, who have the Dark Energy branch that pump both manuf and research. They don't have to choose one or the other; they can pursue both. It's ba-

13 Replies 114,791 Views

From Paul's stream comment: there is actually a need for a nifty tree UI for the buildable-trees XML files. A "buildable" is { tech / improvements / modules / components } + { ideology }. These form a tree (actually a forest), with techs at the top, the other 3 branching off them like epiphytes, and ideology (and its improvements) as a disjoint tree. Currently, Stardock does this in one big Excel file . As text. No UI.

98 Replies 234,525 Views

Gosh, it's like WW2 piston-engine fighters using clouds to set up ambushes [e digicons]:grin:[/e] The Cylons hid among rocks before they ambushed the Home Fleet's battlestars. Darn those mechanical AIs! Good thing there are none in GC3 --

25 Replies 114,036 Views

[quote quoting="post"] An ultra-cheap, bare bones colony ship ... An ultra-cheap, bare bones constructor ship ... [/quote] Did those in my 1st Designer session. But I come from Malfador's Space Empires series, so I'm familiar with the concept of bin-packing ship designs to optimize functionality for cost. I further specialize my czers and ctors with exactly enough range for the planet they target (I count the hexes) , and whether to pay fo

18 Replies 95,053 Views

Certainly a step in the right direction. But why stop at 4? Seek the transitive closure (of all possible axes of generalization). The uber-UI would be player-defined slices (subsets of stuff). You could define a slice to be a region of the map, or a logical grouping of ships (even if dispersed to heck), e.g. the fleet that shall congregate here and invade Drengi. That one mechanism would basically trump and s

2 Replies 2,132 Views

[quote who="Hamilmac"] I really like the new terraforming system, though I have noticed that it is best to get all the techs before terraforming a planet. Soil Enhancement uses the same hexes as Ultra-Terraformer (UT), but Terraforming Plant, Habitat Improvement, and the Resequencing Station will often make tiles available that UTs do not. It is a shame t

3 Replies 2,572 Views

Confirmed. Alas, the -130% is capped at -100% (free); it does not actually pay you a +30% mana refund for having cast a spell. Cool feature: if the wielder has abilities that normally cost mana, then they properly show no mana cost when you hover over their hotkey boxes. So we used a buggy item to prove that aspect of the UI correct. Yaay!

2 Replies 14,905 Views

Vetrar could, like, pick up your outposts and carry them on his broad shoulders. First one he wears like a hat. In combat thereafter ... your own outposts shoot at you. And he gets their fortification HP as his armor. You'll cry, you'll curse, you'll cease spamming pioneers. SK hums Phil Collins: oh, think twice --

5 Replies 10,973 Views

[quote who="Hamilmac" reply="3" id="3502397"] ... for Iraq . . . well, I'm not going to give them my best stuff ... [/quote] Yes, that would be almost as awkward as, say, Iran flying the F-14 Tomcat. Japan commissioned a couple of battleships from the UK (in the mid-30s). Why not? Excellent work for a reasonable price ... and their own shipyards were busy ;)

9 Replies 18,903 Views

Hey, I often reach SK-like endgames in my Empire-likes and 4Xs :) Here's my perspective: I become a zookeeper , and each surviving AI's last city is a pet . I'm perfectly fine with it producing 1 army every 20 turns and slogging two steps out of its front door to fight my sleeping sentries. I laugh, I chuckle, I think they're adorable. Meanwhile, I'm doing my own thing. I don't get mad at those holdout AIs,

6 Replies 10,725 Views

Usually Stardock releases GC3 builds on Thursdays (opt-in?), and then features it in the Dev Stream on Friday. It makes sense: we get to flood Forums and Chat with quick (1 day, i.e. 18 hours gameplay [e digicons]:grin:[/e] ) feedback, which catches any showstoppers ... like Drengin colony ships crashing. Then they stay up all weekend and push a hotfix. Generalizing, I'd expect Sorcerer King builds to appear on Tuesdays, with stream on We

7 Replies 10,783 Views