A big one to add that I didn't see: (1.06) After saving and re-loading a game where any of your squads have lost members, those lost members are never replaced, i.e. the maximum hitponts of that unit is permanently reduced.
ith
As cephalo said, MoM, MoO2, and Civ 4 are structured very differently with regards to how different races are handled. I'll outline them here to get everyone on the same page. In Master of Magic, races are handled at the city level. You choose a race for yourself at the start of the game, but it has no (or very minor?) effect beyond choosing the race for your starting city. The race of each city determines what buildings and units can be constructed, the race of the population that li
I'm surprised you left out these, Elemental's great grandparents have great intros: Master of Magic - http://www.youtube.com/watch?v=aMNk-YlpuBo Civilization - http://www.youtube.com/watch?v=OlPfjlyMdfk (admittedly, pretty much just the music here) Master of Orion 2 - <a href="http://www.youtu
I think that the problem with starbases can be solved by saying that a given module bonus can only be applied once in a sector. You can build as many starbases as you want in a sector, but you can only give one of them a 'Masssive Scaling module' and have in applied to the planets or 'Battle Stations +3' and have it applied to your ships. Modules that don't give sector wide bonuses would have no limit; so defense modules, and resource mining modules wouldn't be affected. This solves t
I think the easiest method of solving the Infinite Starbase problem is not to limit the number or location of starbases, but to just say that a single planet/ship/whatever can only benefit from a given module ONCE. This completely fixes all of the problems with none of the drawbacks or complications of other solutions. The player should get a warning dialog when building a redundant module that states there won't be any effect. This seems to be the implied design, after all what is th
As far as the fleet strategy of the AI goes, it really only needs three things. First, it should never throw away equipment. It should be able to analyze the defenses of a single ship/fleet at the least ( a sector + move radius at best ), and know whether it statistically has a chance of killing the given unit. The endless stream of lemmings into a starbase / survey ship has to end. Second, it should be able to use repair a bit more effectively. I haven't seen it ever retrea
I agree that the timing of the movement is fine, a button to force all ships to automove could be nice. But with that I would like to see some more features added. Ships should never attack during automove unless it is to attack the movement target (i.e. a starbase that was directly moved to); they should just stop and ask for orders. Very annoying to have my survey ship get killed because there happens to be a starbase in its way. An option that would interrupt the automov
>#25 by Citizen Kevin Jaekley - 4/3/2003 7:24:48 PM >I might be able to shed some light on one of these >questions (the colony ship one). I think there >could be a wrap around bug working here. I am playing >on a tiny 5x5 galaxy. The Drengin started in >the lower right corner of the map and spread >immediately to the upper left corner. I have seen this on a large map, also with a race (Arceans) in the lower right corner colonizing planets in the upper right corner. I start
Attacking with a fleet should only remove the movement point for attacking from the ship(s) that actually attack(s). It is a bit annoying to have to break up my fleet to attack a planet so that my transports don't use all their movement "attacking" the planetary defense ships. ~SDC~
Terror Star tech should depend on Planetary Destruction tech? Currently it only depends on Artificial Planets. The text for Planetary Destruction REALLY seems to indicate that it should be required ( the "Terror Stars, baby! We're getting closer." kinda gives it away ). ~SDC~