moi-meme

moi-meme

Joined Member # 638900
87 Posts 97 Replies 13,332 Reputation

if I bring a ship to colonize a planet, a pop-up appears. Whatever I answer (i.e; even if I answer "cancel") the colony is founded.

0 Replies 1,247 Views

This follows a previous post about pacing and how any planet could drastically extend your range. I have started a new game (huge galaxy), and done a lot better at the start. One of the thing that bothers me a lot is the "colony extends range" thing. Well, an alien civ colonized a 0-planet (now a 2-planet), and this allows it's whole fleet to come after me. I know it worked this way in GC1 but I always felt this was not very good. A small outpost like that should certainly have no w

52 Replies 28,278 Views

I agree, and this could be done in the following way: - all tiles on the planet are given a specific type (desert, ocean, artic, radioactive and so on) - all races would have one or more prefered tileset - a given race would see a planet as habitable depending on it's preferences and would not necessarily use the tiles that another race would use - this would mean that a planet habitability would not be the same for all races (some balancing required here to generate th

19 Replies 10,917 Views

I have played my first game at an easy setting (not the the very first setting but the second) and I lost the game pretty quickly, even though I am a rather exeperienced GC1 player. I know I have not been playing in the best possible way and in particular not been very agressive both in: - colonization - military research I played rather laidback, developping (economically that is) my few colonies and broadly researching technologies (i.e. not going frantically along the military

4 Replies 6,876 Views

Maybe I have not seen it, or maybe it's just not there, but I believe that both: - net income for that turn - overall population approval rating should be shown in the main screen as is your treasury. After all, both figures are of major importance in the game! Yves

6 Replies 7,242 Views

Down on the bar you have the "Turn" button. Then, in many sub screen you have a "Done" button, which is not always found at the same place, but sometimes very close to the Turn button. It is very easy to click on the Turn button insated of the Done button. - Maybe the Turn button should be replaced by the Done button (Turn being then done only at the main interface) - Or the Done button should always be placed at the same spot in the screen. Just a suggestion

1 Replies 2,782 Views

>>> Ben non, simplement Français (désolé, c'est pas à la mode!) >>> The game hardly shows all systems and all planet, does it ? if that were the case, Sol should have a host more of available planets (count all planets, plus all the big moons of Saturn and Jupiter... that's a lot, believe me!). So I assume that the game only shows the planets which give some chance at colonization. Unfortunately, planets of class 9 or below have no chance at all, except if an unpredict

30 Replies 897 Views

>> I don't see how adding such features to planets would add to micromanagement. On the other hand, knowing that a bunch of rocks could sooner or later be colonized by anyone would give you new difficult choices: - do I colonize these rocks, knowing that if I don't somebody might do it ? - if I decide that I must colonize these rocks, when do I do it ? Too soon and sustaining these colonies is going to blow my tight budget, not to mention the cost of building that colony ship to

30 Replies 897 Views

>> Well, at least the MOO classics: mineral rich or poor, agricultural rich or poor, research friendly or not, size, gravity... You could add a lot to the game by refining the habitability to specific subclasses: hot, cold, no atmosphere, high pressure... and having specific techs to bypass these specific problems. In turn, this would make initialy unfriendly systems new targets for colonization later in the game. Such possibilities can offset some starting position disadvantag

30 Replies 897 Views

Does anybody knows whether more detailed planets (a la MOO 2) are planned by the developpers in a future expansion pack ? Other question: what the heck do you do with planets with hability ratings less than 12 ? The manual strongly suggests anything below 15 is grossly unusable. A 12 planet can be raised to 14-15 with basic technologies. Anything below 10 cannot reach 15 whatever your techs... So, why are there so many planets with no use whatsoever ? (aside note: in MOO2, it made

30 Replies 897 Views