I believe land combat is being updated in DA, but I'm not sure about Dread Lords.
Lord Reliant
I always thought the tourism bonus was way, way too low. Going for a victory by influence rarely seemed like a viable method, mostly because there was so little payback unless you really were going for an influence victory. You do get planets to rebel and join you, but that's only if you're really powerful, and by that point you probably can or already have a great military or research and could win one of those ways. Has there been any thought given to creating some sort of diplomati
Going off of SrGalen's point #3 of having degenerating defensive power over rounds, I could see two technology improvements based off of this: 1. A technology that would return defense to 100% each round, as in the examples given on how this would work. 2. A technology that would actually restore HPs between rounds as a % of the hull size. This would be pretty effective on ships of any size, even if it was just a few HPs per round. Obviously larger ships would benefit more.
How do (or will) ships determine which ship(s) to attack? For instance, do they all gang up against one big one? Do they each take a small one? Under the new way of defense, it would really be good to have all ships concentrate on ships one at a time since one fighter could wear down the defenses of one ship and the others could go in for the kill, whereas the defense as it currently stands, I believe, isn't reliant on this method.
Could you add the name of the Ship Style to somewhere on the Customize Ship Style screen? That way if you load one or want to save it, you know the name of the style you're modifying/creating. I also agree with Oldstatesman- having a separate either menu and/or function in the game just to modify/create ships and possibly their section of a Ship Style would be very handy.
One topic of spying- Could there/will there be a feature indicating success of spying? Spying as it stands now is basically pumping $$ into a function and hoping each turn you're lucky enough to jump to the next espionage level. This perhaps is realistic, but you have no indicator if spending much more money would help much, nor how long it may take (roughly) to get to the next information level. Additionally, you don't know how effective your spying money is being put to, especially
Will there be any additional tools added to the expansion to help with some of the micro-management aspects? I didn't see any and with the addition of features now there's even more that I need to do per turn which can really bog things down. When I played on a Gigantic game recently there were many tedious elements I really would have liked automated. In other words, I don't think the game scales too well in it's current form. I'd like to know if the expansion has the following features (or
^ | | Ummm... Perhaps the forums would be a better place for this? I think Brad wanted constructive criticism relating to ideas for the next expansion and the current game, not other ones.
Brad- First off, you're running into a time crunch. It's basically Oct., and that gives you about 1.5 months (6 weeks or so, especially with Thanksgiving thrown in) to put together something for shipment for the holidays. Unless you were already in Beta now for DA, the time frame doesn't seem feasible, and given your comments I don't think your heart's in that since you want to add features. So, here's my vote- Throw a bit more development into patching/enhancing the current
My biggest concern is from a support/development stand-point. I think it is especially wonderful to have minor/incremental expansions in addition to the usual big package release, but that's got to be a bit of a nightmare for the developers to continue development and support their product. For example- 1. Wizbang 1 is released 2. Wizbang 1 is patched frequently to 1.31 (or higher) 3. Expansion 1 is released 4. Expansion 1 is patcheded. Meanwhile, new purchasers of Wi
I'm assuming mega events would be treated like other items in the pre-game configuration (you should be able to choose the frequency). When is the ETA on the expansion? Someone mentioned Oct., but that seems too aggressive for an Alpha build game. I'd also third (or fourth, or fifth) the concept of beta testing the expansion. I'd be happy to contribute bugs if it will make the game better, as well as ideas about new features.
In regards to Economic starbases- I noticed in the most recent build of 1.3 (beta 3) that when I harvested an Economic resource it seemingly made no difference to my economy or provided any bonuses. Where should I look to find this? Perhaps the computer AI realizes this as well...
CariElf- If that happens again, I'll check debug.err. I didn't know this existed (I hadn't looked yet), so I imagine if anything else odd happens I'll check there as well. I really suspect that the bug you described is what happened to me, since it acted as though I had quit the game. The only thing I could think of is if it was somewhat time-based as I had been playing for some time, but other than that I can't think of a reason that would have triggered that. Unless Brad's AI is
That's great there will be a stability/fix point release coming out. I did have one strange happening as well. I had been playing GalCiv2 for about 2 hours. I'm not sure what triggered it, but suddenly the game just quit. No error, no warning. Just quit. I'm assuming some of these memory-related problems would generate an error, or would they manifest themselves in the manner I described? Also, are you seeing more memory-related issues now that ships are being better built and p
Let me be the first to give you a kudos for your hard work. Just last night as I was playing GalCiv2 I realized one of the few areas that seemed "slow" on my computer was loading/saving. Tweaking this and cutting down on memory fragmentation should tighten this are up even further. I am continually impressed with Stardock's attention to details in ALL areas of their game. It's also great to see that Brad isn't the only guy doing high and low level stuff. So, I'm assuming these cha
Just an idea here that seems like somewhat of a compromise- has there been any discussion or thought about doing a cooperative-mode multiplayer? Basically, you'd take the various areas of the game- Ship design Planetary management Diplomacy Fleet management Spying Research And allow those areas to be siphoned off to the different players sharing a race. So Person 1 could be in charge of all of the econom