CiaranB123
That guy
- Joined
- Dec 31, 2008
- Messages
- 409
King Coltrane, Ciaran, I will send you the link to the Atomic Gamer file as soon as I have finished it and put it up, probably this weekend.
Oky Dokey look forward to it
King Coltrane, Ciaran, I will send you the link to the Atomic Gamer file as soon as I have finished it and put it up, probably this weekend.
The AI also doesn't seem to build ANY irrigation, so they suffer as a result.
the AI wouldn't build roads to the resource needed for the space freighters, which made them unable to colonize. They wouldn't build a road one tile away from a workable tile!
And lastly, how did the AI do? Did you see widespread colonization? Last night's pre-testing showed that the AI wouldn't build roads to the resource needed for the space freighters, which made them unable to colonize. They wouldn't build a road one tile away from a workable tile! I change the placing of the Helium-3s to change this. And how easy was it to start up some colonies and get some colonial goods? I recently made the colonial improvements a little cheaper to get the trading started sooner.
And really lastly...how about that hyperspace drive, huh? I think that is too cool. Thanks again, WeaselOp, for letting me know about the mp of zero. Makes this scenario a lot more playable.
againsttheflow said:Do your workers have all the worker actions in the editor flagged? If you take away one worker action the AI becomes very confused as to how to use the ones it has.
If the AI didn't drag you into a bunch of wars and trash your reputation, it would be fine. It can be nice to have an ally, sometimes. The problem is keeping the AI warmongering down in the beginning...Alliances: The alliance system was set up to try to get some civs to actually work together and to stop everybody from just destroying everyone in the first few turns. I have no idea why the end of a war that starts with a ally getting attacked or attacking is not announced. I do know that it requires an ally making peace with your antagonist. I think it's hardcoded though. If the alliance system is that reviled, then it might need to go.
I didn't even think of that. I noticed they didn't require population when I tried adding them to cities, but still...Workers: Actually, while you could move them around a whole bunch, (and I realize that there is not much for the workers to do after a while), it might be cheaper to build them at the colony sites, depending on how far away the colony is, because they do not require a population point.
Well, the Security Officer doesn't have to upgrade to a totally new unit. Just have him upgrade to a Colonial Marine, or a Laser Infantry, or something else that comes slightly later in the game. Just like C3C where Longbowmen and Medieval Infantry both upgrade to Guerillas.Upgrades: Yes, I forgot to give the Security Officer an upgrade. The real problem with the extra upgrades (apart from some bugs in the upgrade trees that I think might still be lurking around) is that I really don't have enough gfx to have 2 or more upgrades per line per age. I think a sprinkling of units like the Strike Infantry would add some more complex warfare options.
Here's a nice Wikipedia article on tachyons. Pretty cool stuff.Resources: The tachyon misspelling is actually tachy-ions. They were going to be needed for all FTL flight, but that cannot be used for obvious reasons in this scenario. Which gas were you talking about?
With Conquests, you have another "increase naval movement" flag to play with. In Age of Discovery, all European civilizations could build a small wonder called the Navigation School that increased naval movement by +2, while a large wonder (Magellan's voyage, I think) increased it another +1. I think switching it around and having every civ be able to build a +1 movement small wonder, with one lucky civ getting the coveted +2 great wonder would make for some interesting gameplay.Wonders: Currently working on this. Some ideas would be great. I currently am thinking of a wonder to auto-produce Space Cruisers, a wonder to auto-produce pirate raiders or mercenaries, a mega-Internet that would function as a Great Library, and some cultural Wonders for civs like the UEN.
It did seem to take a long time to get some strategic resources back to my home base. I was able to build Attack Tanks in some of my colonies long before being able to build them back home, which felt a little odd. I do like how the planets in a system can trade with each other, it gives you a feeling of a small group of people, working together around "their" star, against whatever comes. I like the Deep Space Dock idea too. I suggest keeping it the way it is (costwise) but moving it up on the tech tree. That way, you could pick one planet in a system to focus on building the Deep Space Dock that would connect it with the rest of your systems, while the Space Stations in-system would keep all the other planets connected. But the cost should stay about the same to keep people from building them willy-nilly. Such a decision would definitely require some more testing.Also, if I haven't mentioned this before, is the inter-stellar trading okay? The need to build deep space ports is needed, but is it too much? I wanted to make it harder to get the luxuries to your home colony, but does it do this at the expense of strategic resource trade?