Search found 429 matches

by Zireael
Fri May 10, 2013 6:41 pm
Forum: Play-Testing Feedback
Topic: Notes on rev 6012
Replies: 22
Views: 2701

Re: Notes on rev 6012

I was able to resize the panel with the hull and then it looked normal. End game (as Humans) turn 442. PP 1.08k, RP 615. I haven't exhausted the tech tree yet - the added shields-related techs make it much harder than earlier. However, PP still suffers from inflation and not being really useful. 1) ...
by Zireael
Fri May 10, 2013 3:11 pm
Forum: Play-Testing Feedback
Topic: Notes on rev 6012
Replies: 22
Views: 2701

Re: Notes on rev 6012

I'll say that I LOVE the shields revision, it really makes the game more challenging.

Screenshots attached (in 2 and 3 you can see another problem, the Pedia mysteriously describing Mark I in spite of me having clicked the organic hull or large hull).
by Zireael
Fri May 10, 2013 2:13 pm
Forum: Play-Testing Feedback
Topic: Notes on rev 6012
Replies: 22
Views: 2701

Notes on rev 6012

1) The design screen looks ugly (the slots are all on top of each other) and the Pedia at the top cannot be closed. Resizing doesn't help. 2) I can't use plasma cannon I ship part (it's not showing on the list) in spite of me having researched the tech. EDIT: Plasma Cannon II works fine. 3) Scrollin...
by Zireael
Thu May 09, 2013 8:03 am
Forum: Other Game Design
Topic: Expanding wheel of habitability
Replies: 25
Views: 3212

Re: Expanding wheel of habitability

Still, I believe that making ice giants a new uninhabitable planet type that provides different opportunities and resources than GG might be more interesting than just adding a special. :| I agree, but the wheel of habitability can't be changed by adding new planet types through scripts; all values...
by Zireael
Thu May 09, 2013 7:55 am
Forum: Top Priority Game Design
Topic: What to do about Infrastructure?
Replies: 84
Views: 54223

Re: What to do about Infrastructure?

Bonuses based on infrastructure used to be in the game, but were removed when removal of infrastructure was anticipated.

I agree, either make it more interesting or remove it completely...
by Zireael
Tue May 07, 2013 4:01 pm
Forum: Other Game Design
Topic: More specials /techs / ship designs
Replies: 35
Views: 5420

Re: More specials /techs / ship designs

#2 is gas giant only. I believe that we could have rings on planets others than GG, at least that was the case in MoO series.

Stable surface would only give a small population bonus, like +2 or something, making it possible to establish a small colony on a GG.
by Zireael
Tue May 07, 2013 7:47 am
Forum: Other Game Design
Topic: More specials /techs / ship designs
Replies: 35
Views: 5420

Re: More specials /techs / ship designs

A single post with all ideas being thrown around concerning specials: 1) eccentric - This planet has an eccentric orbit around its star. Its strong gravitational influence disrupts the orbits of the planets in the same system. Planets in the same system will have infrastructure reduced by 10 and sup...
by Zireael
Tue May 07, 2013 7:43 am
Forum: Other Game Design
Topic: Expanding wheel of habitability
Replies: 25
Views: 3212

Re: Expanding wheel of habitability

I see what you are saying about "Demon" planets... essentially an EP that is very rare and not on the Terraforming wheel perhaps "Exotic (Species)" as a Special So A species withe the "Exotic" EP can only survive on planets with the "Exotic (Species)" Special...
by Zireael
Tue May 07, 2013 7:38 am
Forum: Other Game Design
Topic: Expanding wheel of habitability
Replies: 25
Views: 3212

Re: Expanding wheel of habitability

Ok, if #1 is hard to achieve, #2 alone would do a lot for making the game more interesting.

EDIT: Hey, what about creating a "Frozen" special for gas giants in the meantime?
by Zireael
Tue May 07, 2013 7:37 am
Forum: Other Game Design
Topic: Tech tree
Replies: 8
Views: 1718

Re: Tech tree

The suggestion has merit and would certainly make game more interesting (that is, would make me play something else than Gyisache/Trith), not to mention it would reduce the clutter. However, I still maintain that there should be no "theories" in the tree. Simply, we should make every "...
by Zireael
Sun May 05, 2013 9:07 am
Forum: Play-Testing Feedback
Topic: 5990 Feedback
Replies: 5
Views: 1109

Re: 5990 Feedback

I've discovered that if I don't focus on research, I get creamed by the AI. So I focus on research first and then I switch additional planets to industry.
by Zireael
Sat May 04, 2013 1:28 pm
Forum: Other Game Design
Topic: Expanding wheel of habitability
Replies: 25
Views: 3212

Re: Expanding wheel of habitability

I'd blame that on the many major features we haven't added yet, instead of the low number of planet types. Agreed. Zireael mentioned that there are few specials in the game. Perhaps instead of adding more content, we could expand on stuff that's already in the game. Here's one idea inspired by curr...
by Zireael
Fri May 03, 2013 8:46 am
Forum: Other Game Design
Topic: More specials /techs / ship designs
Replies: 35
Views: 5420

Re: More specials /techs / ship designs

"Lifeless" could model a 'sub standard' environment... ie something that will take terraforming to actually give the world its full bonus (and could allow for some early terraforming) So if you have a "lifeless" inferno world [probably need new name for robotic species like &quo...
by Zireael
Fri May 03, 2013 8:44 am
Forum: Play-Testing Feedback
Topic: 5990 Feedback
Replies: 5
Views: 1109

Re: 5990 Feedback

Won the game as Humans. 70 systems, 3 AI, random galaxy, seed 666. Singularity of Transcendence researched on turn 407, I got the sitrep about winning in every other turn, but the game didn't end. Beat the last AI on turn 415. The game didn't end either. At turn 415 - PP 915, RP 1.83k - a reminder, ...
by Zireael
Thu May 02, 2013 6:37 pm
Forum: Play-Testing Feedback
Topic: 5990 Feedback
Replies: 5
Views: 1109

Re: 5990 Feedback

1) The game doesn't end if you lose all your ships and planets/outposts. Applies both to player and AI.