E-Tigger

E-Tigger

Joined Member # 616989
0 Posts 0 Replies 24 Reputation

How about the image from the fmv at the start of the game? That's a huge ship. Now pack it full of stasis pods or something like that. Sure, it isn't billions of people but it isn't bad. Hmm, at 7'x2'x2' that's 28 sqr feet. For several billion people... hmm... Well, if you have a ship 1 mile cubed that is 144Billion people in coffins.

8 Replies 441 Views

I like the advance notice on what will be voted on also. I would agree with being able to propose certain UP votes also, say once yearly or something like that to keep them limited. Also could be some based on tech levels, some based on government type (ie Star Democracy) and government party in control (ie Pacifists shouldn't be able to bring up something to increase military related stats)

19 Replies 638 Views

Problem with the `planning ahead' thing is that you don't know if you care enough about the vote ahead. Maybe it's just me, but some stuff it doesn't matter to me how the vote goes, so the influence I gained is wasted on my vote. I would like an abstain option for voting. Maybe to hold onto the extra influence, etc.

19 Replies 638 Views

The protection racket thing is definitely a bit wrong. But the Alliance should include military support, it makes sense. A certain cease-fire time would make sense to me and solve the problems. But it also means you could theoretically buy off the alliance partner, and that should not be feasible. That's the whole point behid their being allied. Although a seperate peace should be possible. And I would think that if you got the instigator of the war to a p

11 Replies 426 Views

Which isn't to say that it doesn't sound like a bug. Sounds like a routine being run that allows the peace, then runs itself, sees that its allies are at war and declares war. Not fun. It makes sense that a seperate peace should be possible. Just have to make sure that it is reasonable.

11 Replies 426 Views

There it is, Mirror Universe game example: Next step, where are my trade routes? Ideally I want a trade route that is a straight line so that I can build star bases. Here's the deal, in GalCiv, when you make a trade route with your freighter, a trade ship travels back and forth. The money you get each turn depends on how far along on that route. But you can also increase that amount by having star bases in the sectors those trade ships travel. Not just any star base but ones with trade

13 Replies 594 Views

I thought the bonus was for them going through the sector, which would indicate transience. If it just means that the trade route has to contact that sector at some point, it is indeed different. But I thought Frogboy mentioned in one of his games that he wanted to put starbases along the path of the freighter to improve benefits from it...

13 Replies 594 Views

I'm always curious. Always asking people about something or other on this forum it seems. So, I noticed complaints about the manual (who reads the manual...?), and I looked at it and thought it was on par with most these days. What do people consider to be a good manual, I mean which ones as examples if possible? I think I remember Baldur's Gate being good. I remember the second one being spiral bound I think, which was great!

2 Replies 191 Views

Let me just add that it would be a conceptual difference, psychological. The AI knowing hasn't stopped people from crushing it. People win all the time. As Frogboy said, he expands faster than the AI, so it isn't a balance question either. For me, I just like seeing the AI explore. Sort of a `hello there, keep moving thank you' that I think when I see them (ala MOO and MOO2). Maybe putting this on the bottom line level would help. Would I like to see

29 Replies 1,487 Views

How about an option to send a freighter to a location or send a colony ship to a location. ie, instead of finding the freighter/colony ship and then finding the planet, allow a function from a planet list or something... It works in SEIV, but it would be problematic I suppose in two ways: 1) choosing from multiple freighters/colony ships 2) loading the colonists

689 Replies 29,737 Views

That's been covered before Nexworks. The AI has the equivalent of Stellar Cartography. Presumably because they've been planning for this longer than we have, so once they get the ability to reach those stars, they know where to go. You could say it is a cheat; it's knowledge we don't have until we get Stellar Cartography. It's a pain to scout out all the systems in a larger map. In a smaller one, it doesn't make that much difference. You send your colony s

29 Replies 1,487 Views

The question has come up before. Basic answer is that being good isn't about the benefits. It's about doing what is right, regardless of the negative aspects. If it doesn't hurt, it isn't getting better; that kind of thing.

7 Replies 449 Views

OK, so I am curious as to what people find useful, or what they like to play with in terms of racial abilities/government. I am still starting the game, so I am picking and choosing here and there. Mostly diplomatic bonus' so far.

7 Replies 318 Views

ZOC just don't make sense in space. I can understand it to a degree in Civ for example. But space is more akin to fighting on the ocean. (Except for that pesky 3 dimensional aspect...) It would potentially provide a degree of control, but I don't think it would make the game better.

23 Replies 517 Views