fulano
Warlord
This post is way long, but I'd love to see comments on it's contents! This is a recap of the questions I would especially like to see comments on if you (the current reader) don't have time to read the whole thing.
Thanks for the feedback Deon, it is very welcome to have lots of input on what to improve. You've got lots of great ideas on how to improve the game!
CyberChrist is working on a ship design screen that will let you choose a number of components based on ship size, before experience is counted. This way it will be possible to get more than just one 'promotion' per level.
CyberChrist said he was planning on getting new ones by grabbing icons from other games. Maybe you should PM him and let him know you can design new icons. I would prefer to see original artwork for this mod rather than copying other games (except copying stuff from Master of Orion games ).
You are welcome to start work on custom icons for objects in the game (ship parts, buildings, etc.) I would like the tech icons to match whatever they enable so I don't think you need to create new icons for only the tech. I personally prefer icons to be in the 'atlas' format. I think it is easier to deal with. Does Final Frontier even use the large icons referred to in the XML files? Most everything in this mod just has the transport icon for the large icon.
I do think things need rearranged in the tech tree for several reasons, one so it can be more compact. I want to limit each tech line to only three choices so the whole tech tree can be reduced in size. I plan to add the new stuff, then move stuff around to fill in holes, and even remove a tech line entirely. (I personally think Sociology should stay, but physics seems a little unneeded, or force fields).
I personally would rather see all the diplomacy options given in a free tech that everybody starts with. What do you guys think of that?
Masters of Orion had a player choose between two or three techs at a time in each field while Civ4 has you choose among the entire tree. Usually a player just choose the cheapest tech field, making choosing techs much easier than the traditional webbed tech tree. I still think I would rather keep the separated techs but make sure each column of techs has choices that benefit each playing style.
I haven't played FFH, Maybe I should take a look to see what you mean.
I plan to post details on changes based on this discussion here. It will take me a while to plan out the changes though.
Spoiler :
-Should diplomacy options just be put in a free tech that is given to everybody in the beginning?
-Does Final Frontier use the large icons referred to in the XML files? Does it depend on graphics settings?
-Would you rather see the traditional webbed tech tree or the split tech tree into fields like this minimod has?
-Does Final Frontier use the large icons referred to in the XML files? Does it depend on graphics settings?
-Would you rather see the traditional webbed tech tree or the split tech tree into fields like this minimod has?
Thanks for the feedback Deon, it is very welcome to have lots of input on what to improve. You've got lots of great ideas on how to improve the game!
They're ship components, not promotions. In Masters of Orion 2 you built custom ships using these components rather than pre-designed units that most games have. I plan to change the unit system in MoO2Civ further so you will only be picking a ship hull that has an engine and a base strength. Once it is built you will 'design' it to be for scouting, attacking stars, fighting other ships, etc. using ship components. Any ship would be able to carry missiles and squadrons, bombard, cause collateral or flanking. They would just need the promotions to give them the ability.the main "problem" for me so far is the abundance of techs which give nothing but promotion
CyberChrist is working on a ship design screen that will let you choose a number of components based on ship size, before experience is counted. This way it will be possible to get more than just one 'promotion' per level.
There are lots of buildings that I will add in my next version of the minimod, especially in the Sociology and Biology tree. (see the New Technology Ideas thread) . I left room for these new techs when I designed the tech tree, that is why there are so many holes in it.Even a small building would be cool here and there
I figured all the civics in one tech would bug Civ4 players. All the civics are in one tech because I didn't know where to put them as I designed the new tech tree and nobody currently in this forum suggested any ideas. You've made some awesome suggestions that have given me great ideas. I'll post more about these ideas later once they are planned out.Others give too much instead. Also I am not sure about all civics in a tech
I agree! MoO2Civ needs new icons! I haven't done much icon changing, it's out of my scope of interest.Also techs need icons. I can try to help with it.
CyberChrist said he was planning on getting new ones by grabbing icons from other games. Maybe you should PM him and let him know you can design new icons. I would prefer to see original artwork for this mod rather than copying other games (except copying stuff from Master of Orion games ).
You are welcome to start work on custom icons for objects in the game (ship parts, buildings, etc.) I would like the tech icons to match whatever they enable so I don't think you need to create new icons for only the tech. I personally prefer icons to be in the 'atlas' format. I think it is easier to deal with. Does Final Frontier even use the large icons referred to in the XML files? Most everything in this mod just has the transport icon for the large icon.
I love the idea, I don't know how to balance speed settings though, and I probably won't get around to making many changes in the near future.Also about the speed
The AI races to those techs because they all like culture only. Minor Annoyance has made new AI personalities that fix that.I've just played another game and I think removal of "diplomacy->civics->civics->..." line would help AI a lot. While they beeline civics I beeline Titans and crush them .
I do think things need rearranged in the tech tree for several reasons, one so it can be more compact. I want to limit each tech line to only three choices so the whole tech tree can be reduced in size. I plan to add the new stuff, then move stuff around to fill in holes, and even remove a tech line entirely. (I personally think Sociology should stay, but physics seems a little unneeded, or force fields).
I personally would rather see all the diplomacy options given in a free tech that everybody starts with. What do you guys think of that?
I guarantee I'll beat your fleet if you just focus on titans and production while I get better components from the rest of the tech tree. It's easy to get a ship that is 100% stronger than new ships, even with the experience promotions rather than ship components. The AI doesn't seem to know that though and focuses on buildings more. (The new AI personalities Minor Annoyance made should help a lot with that!)The current problem is the "spread" of the tech tree. If you've played FFH, there every branch has its own different combat units so you can get any path. Here the top path guarantees that you win while other are optional. I would be happy if you could mix/cross the techs a bit to allow access to various combat units via different paths to avoid utter destructions of those who tech "a bit wrong" .
Masters of Orion had a player choose between two or three techs at a time in each field while Civ4 has you choose among the entire tree. Usually a player just choose the cheapest tech field, making choosing techs much easier than the traditional webbed tech tree. I still think I would rather keep the separated techs but make sure each column of techs has choices that benefit each playing style.
I haven't played FFH, Maybe I should take a look to see what you mean.
I plan to post details on changes based on this discussion here. It will take me a while to plan out the changes though.