You could make the player select what it is for when you finish building it i.e this is a trade/military/cultural/etc. constructor and then that is the only area that it can be used for. That would definitely add a ton of strategy to the game. That way you couldn't add it to defensive or military halfway there. That might work better than either maintenance or hard limits.
Tytan
We don't want to give the AI a mental breakdown, that's true, but I would like to see diminishing returns on some level. Either you penalize the player for building starbases, esp. in foreign sectors, have the AI become aggressive against destroying starbases(esp. in their own 'controlled' sectors), or have it become aggressive in building counter-weight starbases. Oddly enough, in my current game, we voted to increase the constructors speed to 7 parsecs/sector and that has made the co
Maintenance fees are accrued due to the organizing of the various resources in outlying stars. The first starbase would get its resources from the nearby stars, but the additional starbases would have to ship from other systems. The costs of paying the shippers, paying various local taxes, buying protection from pirates would force them to charge maintenance. Advanced constructors are built for galactic corporations interested in building large scale operations that affect a larger re
My suggestion is to go with a two tiered concept, since advanced constructors are going to be added to the game. Regular constructors will do the basic upgrades: 3 to 5 per category, researched by tech. The bonuses for constructors could decrease on a logarithmic scale per starbase, so that the overall boost you get for extra starbases becomes less and less toward the overall sector boost. Either that or have a per starbase maintenance for any additional starbase b
The ultimate goal is to elevate the games that will have the best strategies and the most interesting data to incorporate into the AI later on......
cool....
You know, I know some people who think like the AI currently does....maybe its too human......... LOL ~SDC~
Its the little things that get you....... ;p ~SDC~
In the beginning, I thought the AI HAD to be cheating. What I realized later was that my whole game strategy was the same strategy I used for all of the other Space TBS in the past. All I really did was make minor modifications and apply it to the new game, and it worked because the game wasn't really essentially different in terms of AI. But in Galciv the reality is that the approach of the AI is so radically different that my MOO1/MOO2/STARS/CIV1/CIV2/CIV3 concept of how I expect th
I think that maybe the planetary quality attribute would be more effective if it was moved from 5% to 7% improvement. That would give the user a +1 quality rating boost on planets rating 15 to 26. This would make it more of an effective strategem for the early game. 12% and 17% respectively for the other two settings. BTW, do other AIs have similar settings for attributes? If they do, it might be nice to be able to have a menu to set them in the pre-game race setup screen.
I know that SBlive takes over dos so that older games can't autodetect the card the normal way, so I wouldn't be surprised if it takes over the MP3 codec as well...........great sound, lousy drivers...........
I usually start as a technologist, but go for a culture win. I will additionally boost my research +20% so that my rate is +40% overall. When I usually start, I put my governmental spending to 100% and put my military spending to 100% until I use up my 1000bc. I usually aim for two things starting out: propulsion tech>>cold fusion>>impulse drive and communications tech>>universal translator>>diplomacy and buy/build diplomatic translators. Then I artificial gravity>>con
I'm surprised to see that I'm in the middle at 31. Started gaming at 13 on apple 2's at school, playing Ultima 3 progressed to Atari 130Xe playing Alternate Reality-The City. My favorite wargame was Crusade in Europe for that platform. ~SDC~
44. You no longer say 'goodbye' when hanging up the telephone, but 'long live the Terran Alliance!' 45. You beg anyone coming near the computer room to go get you snacks 46. Your family avoids coming near your computer room. 47. You have to warm up your dinner 5 times in the microwave because you keep running into 'good parts' 48. When Driving you imagine that you are flying a Survey Vessel in Dregin Territory. 49. When a driver cuts you off you yell
I was thinking tonight that the 'value added' distribution model might be good for the music industry in general. I mean you put your 'A' content on a cd in the stores, but you provide 'B' and 'C' content that wouldn't normally make the cd on an online service where people could pay a monthly or yearly fee to d/l them. This is stuff that these artists wouldn't put on a cd, but stuff that perhaps they were tinkering and playing with and they just put it up there for people to hear. Som
The best selling point of any game is a right attitude among the members of the community. People know if the community has a right attitude and is working together those people will hang around and ask questions and get involved over time. But 80% of the people(non-computer types) I know will bypass many sites because they are nothing more than a glorified fight. A lot of gamers don't want to listen to this stuff because its simply not informative or useful. They don't want a bunc
Raymond, Southwest Washington, USA
Fan from OS/2 days....friend introduced me to original Galciv...I was hooked!
The cost of dregin.net is $70.00. Galciv costs 40.00, 3 full(decently good) games and a couple of small games right now. which means you're getting those for $30.00 more, plus access to any games that they do in the near future, like the political machine(yeah, politics) they've been talking about doing.... Drengin.net promotes gaming ideas that couldn't exist in a retail market......
Good civs promote untiy in diversity Evil civs promote unity by conformity
True, governmental focus on such things has its advantages but also has tremendous weaknesses in the long run.
(1)Artistic Focus(from ????) Influence +10 project:Creative Center boosts morale+20, Economy +10 Influence +20, Cult. Resist+20 Project:Orbital Museum: Influence+10% Trade +10% (2)Theological Focus: Influence increased 50% Cultural Resistance +100% (3)Theological Understanding: Economy +30, Morale +20, Influence +20 (4)Creative Fusion: Influence +20, Trade +10, Economy +10 Creative Fusion Center: Influence +50%
Make sure to put all these examples in the encyclopedia area for newbies.....these are good learning tools..........
the latest one, the one that has the big 2003 games preview guide, not last months that had the best games of 2002.....
One of the things that I don't think people understand about piracy is that the focus on piracy is always a reflection of the quality of the business market. The gaming market ONLY focuses on piracy to a great extent when they are getting financially killed....whether that is because the games are garbage, or they can't make enough money to cover their bills due to the distribution model. Either way it is an economic decision to obtain more revenue. People forget that what is killing