Doomspark
Chieftain
Back after a hiatus, and just downloaded the latest version. Lovely new ships! And I'm very pleased to see that it's now possible to find spoo, brevari, and so forth. Lots of comments - all meant constructively.
The Caveman to Cosmos mod has an automated function for military units to patrol borders. I know *nothing* about modding, but this would be a terrific thing to add. It would fit with the story of the game; border patrols are an integral part of military strategy.
I've also been thinking a lot about jump gates and hyperspace, and how to implement them. While I appreciate the work you've put in to them here, I don't like the way they currently work. How about this instead: Construction ships build jump gates like starbases (takes 10 turns, costs 1000 credits, consumes the unit). Jump gates are national units, so you can only build a few of them (which forces some strategic thinking). They can be captured. Units can travel from jump gate to jump gate in one turn (maybe this could be tweaked depending on distance). The temporary jump gates that ships create can be treated the same way.
If this is done, turn off the road building function for the construction ships. It's ... not realistic. Instead, add technologies that increase ship speed (slightly) which reduces travel time. Link "cities" together once their borders meet (with the help of starbases). And see my comment about wormholes below.
Possible bug: radiation scrubbers don't automatically seek radiation to clear.
Bug: it's possible when setting up a game to select the standard maps as well as the FF maps.
The Minbari and the Dilgar can build Universities immediately. This gives them quite the advantage over the other races, particularly early in the game when you need to research so many things before you can get out into space. I'm not sure this is well-balanced.
Wormholes are problematic. Logically speaking, if you control both ends of a wormhole, the planets on both ends should be considered "connected" to each other - but they aren't.
I'd like to see some tweaking of the map script at some point. Larger galaxies with more systems. Unstable wormholes. Options to increase / decrease resources. More map features, both hostile and beneficial (nebulae, comets, etc).
Random event suggestion: encounter with a First One.
The Caveman to Cosmos mod has an automated function for military units to patrol borders. I know *nothing* about modding, but this would be a terrific thing to add. It would fit with the story of the game; border patrols are an integral part of military strategy.
I've also been thinking a lot about jump gates and hyperspace, and how to implement them. While I appreciate the work you've put in to them here, I don't like the way they currently work. How about this instead: Construction ships build jump gates like starbases (takes 10 turns, costs 1000 credits, consumes the unit). Jump gates are national units, so you can only build a few of them (which forces some strategic thinking). They can be captured. Units can travel from jump gate to jump gate in one turn (maybe this could be tweaked depending on distance). The temporary jump gates that ships create can be treated the same way.
If this is done, turn off the road building function for the construction ships. It's ... not realistic. Instead, add technologies that increase ship speed (slightly) which reduces travel time. Link "cities" together once their borders meet (with the help of starbases). And see my comment about wormholes below.
Possible bug: radiation scrubbers don't automatically seek radiation to clear.
Bug: it's possible when setting up a game to select the standard maps as well as the FF maps.
The Minbari and the Dilgar can build Universities immediately. This gives them quite the advantage over the other races, particularly early in the game when you need to research so many things before you can get out into space. I'm not sure this is well-balanced.
Wormholes are problematic. Logically speaking, if you control both ends of a wormhole, the planets on both ends should be considered "connected" to each other - but they aren't.
I'd like to see some tweaking of the map script at some point. Larger galaxies with more systems. Unstable wormholes. Options to increase / decrease resources. More map features, both hostile and beneficial (nebulae, comets, etc).
Random event suggestion: encounter with a First One.