1yr,4mo Huge 192 16yr 2yr,8mo 1yr,10mo Gigantic 336 28yr 4yr,8mo 3yr,2mo
AngleWyrm
This is freedom to play, which IMO is the height of the game, the complement of a game's depth; it's ability to encourage expression.
ep the peace. Or maybe the tribe brought the news media in as a form of self protection.
o go to work... I like to have a beautiful woman do that job, who goes around proclaiming "Together we can rebuild!"
try something like +1,+2,+3,+4... Or maybe +1,+2,+4,+8... Don't know if that is playable but it will definitely keep me up for a few nights
Some really easy-to-use slider/number boxes exist in PaintShop Pro. It's possible to get quickly to any value in the range, and fine tweak them, and enter directly numbers into them.
worlds, but speed increases (Warp Tech) fell behind in maintaining the time to my borders. It might also have to do with worm-hole movement.
Just spent a bunch of time playing Space Empires IV , and eventually ended up ceasing the game for essentially the same reason I quit playing MOO-3 . The skinny version is that it became too far between rewards. The longer version is that the fully developed planets within the core of my empire had ceased to be useful starship providers, for two main reasons: * The distance from the core to the edge of my territories became so great that
rent hexes) with the escourts running point. Does this work for you?
Here is a thread that has some information about alignment as it applies to the game: Link
little claim-stakers, design a large colony ship that contains several colony modules holding lots of people. And one could design a mid-size colonizer that holds just the right amount for a good start on a typical world.
Thanks for the game plan! Definitely helps to know what you want from beta testers and when.
ow if that's doable though.
- dedicating a person to several days work on the website would slow down the work on the beta, and miss that person's input on the beta's development. The website could be improved, but later is better.
a convenience for the dev team, and later on modders, any stats might be read from the stats files, rather than typed by hand into a description. That way there's no problem with descriptions getting 'out of sync' with the current values.
tion the player might use to make decisions about purchase/deployment of a given item.
lds, setting defensive starbases, sensor drone and fighter garrisons, etc. The long route also makes it worthwhile to build economic starbases and put several freighters on a given run. $0.02
ion, a boolean isInbound flag. Or calculate the halfway point of the trip. Or examine the destination to see if it's the player's planet.
landing a colonizer on a world, to survey it for possible colonization? The resulting behavior is a process of using colonizers for survey vessels by save-game, examine, restore and move on.
ic star bases a matter of luck, rather than strategy. I would have to re-roll the star map, until planets appeared horizontal/vertical, simply because the movement routine produced a different return trip.
Something that could also be of major benefit in sifting through the posts is a search feature.
s, plan for it. "doh!" is for dumb humans, who cannot time-travel. This can also be troublesome. Empty boasts are worthless against a player, and thus have to be designed out of the options against the AI.
ets worthwhile. Trained troops would take a while to convert, so that such attacks are possible.