Search found 941 matches
- Tue Jul 10, 2012 5:05 pm
- Forum: Other Game Design
- Topic: Removing Minerals?
- Replies: 19
- Views: 3090
Re: Removing Minerals?
The game is definately a lot different without mining, but I honestly like it better. It's not as micromanagement intensive. Before you had to keep balancing your mineral production to keep from going in the hole. IMO this way is better.
- Tue Jul 10, 2012 5:02 pm
- Forum: Other Game Design
- Topic: Basic Outposts
- Replies: 80
- Views: 10096
Re: Basic Outposts
Excellent!
- Tue Jun 19, 2012 2:02 pm
- Forum: Other Game Design
- Topic: Basic Outposts
- Replies: 80
- Views: 10096
Re: Basic Outposts
The question was about what happens if you use an outpost module at a blue star(etc..) Phototrophic would add a lot to that location.
- Sat Jun 16, 2012 1:47 am
- Forum: Other Game Design
- Topic: Basic Outposts
- Replies: 80
- Views: 10096
Re: Basic Outposts
question: how does that interact with Phototrophic? I'm not sure what you mean... If a planet has a target population of 0, it has a target population of 0, regardless of the metabolism type of the inhabiting species This might have changed since the last time I DL'd a new version, but the last ver...
- Sat Jun 16, 2012 1:46 am
- Forum: Other Game Design
- Topic: Buildings - making a better list, limiting micromanagement
- Replies: 13
- Views: 1702
Re: Buildings - making a better list, limiting micromanageme
I'll often do it at a location with a strategic sugnificance. Isn't a single shipyard limited in how many resources it can consume each turn?
- Thu Jun 14, 2012 9:11 pm
- Forum: Other Game Design
- Topic: Basic Outposts
- Replies: 80
- Views: 10096
Re: Basic Outposts
question: how does that interact with Phototrophic?
- Sun Jun 03, 2012 9:02 pm
- Forum: Other Game Design
- Topic: Basic Outposts
- Replies: 80
- Views: 10096
Re: Basic Outposts
I think not. IF no one lives there, then there's no species for the population to be.* Should outposts be labeled with a species?
Much easier. No personel means only a handful of security guards.* Should outpost conquest be the same as ground combat?
- Sun Jun 03, 2012 8:58 pm
- Forum: Other Game Design
- Topic: More specials /techs / ship designs
- Replies: 35
- Views: 5482
Re: More specials /techs / ship designs
As someone pointed out, stable surface also has another issue regarding terraforming and the EP wheel...
- Sun Jun 03, 2012 12:42 am
- Forum: Other Game Design
- Topic: Removing Minerals?
- Replies: 19
- Views: 3090
Re: Removing Minerals?
I agree with Bigjoe.
- Fri May 25, 2012 4:19 pm
- Forum: Other Game Design
- Topic: "Deep Space" - empty starlane junctures
- Replies: 21
- Views: 2254
Re: "Deep Space" - empty starlane junctures
Hypothesis: The core of a "colony" in game is the spaceport. IE the facility for moving goods and personnel on/off world. conclusion: the Realism concerns are assuming that the colony pod contains ALL of the materials for building the colony. But, using this assumption, the spaceport is ho...
- Tue May 15, 2012 4:33 pm
- Forum: Other Game Design
- Topic: Buildings - making a better list, limiting micromanagement
- Replies: 13
- Views: 1702
Re: Buildings - making a better list, limiting micromanageme
I can't think of many, just SYs.
- Mon May 14, 2012 9:28 pm
- Forum: Other Game Design
- Topic: Star info on mouse-over
- Replies: 9
- Views: 1847
Re: Star info on mouse-over
If for instance you are looking for a white star, i don't think you would want to have to click on a bunch of them to find it. For most of the game star color doesn't matter, but with some late-game techs it does. Anyway, if we want to tell the player what type a star is, the top of the side-pannel...
- Mon May 14, 2012 9:26 pm
- Forum: Other Game Design
- Topic: Removing Minerals?
- Replies: 19
- Views: 3090
Re: Removing Minerals?
my issue with the current model of minerals and production is that it leads to a lot of micromanagement. which is bad.... it's difficult and time consuming to have to switch a bunch of planets from production to minerals to offset the fact you just got a new production boosting tech.
- Mon May 14, 2012 9:24 pm
- Forum: Other Game Design
- Topic: More specials /techs / ship designs
- Replies: 35
- Views: 5482
Re: More specials /techs / ship designs
Try a 500 star galaxy. even with the best sensors, I often fail to explore the whole thing.
- Fri May 11, 2012 5:23 pm
- Forum: Other Game Design
- Topic: Thoughts after my first play in several years
- Replies: 34
- Views: 4391
Re: Thoughts after my first play in several years
all of them that I've seen were like that. I can't see why. I don't have sight of the planets except during combat.