Brian Thomas

Brian Thomas

Joined Member # 636250
0 Posts 5 Replies 24 Reputation

You can limit the ships of the two "sides" by making all the rebellion ship techs require high "goodness" and all the empire ship techs require low "goodness" (forgot what this rating is called in the game). Then make a third, less powerful group of techs (or keep the existing) for neutral, make the Yor evil, humans good (or vice versa :), and everyone else neutral. ~SDC~

24 Replies 3,493 Views

Love the game! Hate the sleep deprivation... I would like to see the planets be a little less generic. I think you could do something like the planet specials in MOO by adding modifiers up front, and making them visible before colonization. If you did it to a small percentage of the overall planets (like 10%?), it could create some interesting tactical decisions, and make a few more of the flotsam planets worth working on. It looks like the game supports this feature already (rando

689 Replies 24,695 Views

I think moi-meme has a good point - and it wouldn't be hard to implement. How much do you like the random events that give, for instance, +18% production to a new colony (assuming you're evil). Planet types could add modifiers to a few planets (too many and it loses appeal), so that, for instance, that class 12, morale +120% planet (the atmosphere is 10% nitrous oxide) is worth your time to develop. From the look of it, adding modifiers (positive and negative) to individual planets in a

30 Replies 777 Views

Things I've seen that haven't been posted yet: - when invading with multiple transports, all surviving troops over the 1st Million are doubled, because they occupy the planet, AND wind up in transports outside the planet (i.e. 3 transports invade, 2.56M survive - I now have planet with pop. 2.56M AND 2 transports in space next to the planet, the first is full (1M) and I don't remember whether the second transport had 560k troops, or 1M. - The trade route screen on my second game ini

684 Replies 24,875 Views