Announcement

Collapse
No announcement yet.

GalCiv civgroup members...

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • GalCiv civgroup members...

    Sorry I hadn't checked in a while, and nobody PM'd me, but there were four people who'd applied and I hadn't accepted you in yet.

    Anyway, you're all in now.
    When all else fails, blame brown people. | Hire a teen, while they still know it all. | Trump-Palin 2016. "You're fired." "I quit."

  • #2
    Is anyone turning in games anymore? I haven't turned one in for almost three months now.

    Comment


    • #3
      I submitted games recently. I think the XPaxk should come out within 2 weeks or so, which will be interesting to look at.
      Currently, I'm more busy trying to change the game than anything (going to try giving negative range to colony ships....)
      Clash of Civilization team member
      (a civ-like game whose goal is low micromanagement and good AI)
      web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

      Comment


      • #4
        negative range?
        While there might be a physics engine that applies to the jugs, I doubt that an entire engine was written specifically for the funbags. - Cyclotron - debating the pressing issue of boobies in games.

        Comment


        • #5
          Negative range sounds very cool - that would create a somewhat prolonged pre-interstellar capability period until you researched more range tech, right?

          The only problem is if the AI doesn't prioritize range as highly as the human... could unbalance the game.

          I still like it though. I always played on "PreWarp" in Moo2.

          Comment


          • #6
            I made colony ships have a lower range than usueal (-9). The result was that the ai wouldn't colonize many worlds, unless there was a resource in the sector, so it would build a starbase there and harvest it. Since they sometimes build starbases anywhere, they can settle other planets.
            Now, you can make it less extreme than I did. Giving a range of 0 means you will have to wait for a single +1 range tech in order to colonize. The ai will get there too pretty fast on denius/incredible. Additionnally, incredible ai's have a free +1 range bonus, so if you set the colony ship range to 0, the result is you are screwed, but the ai is only slightly slowed. That's why you need negative range. I only used it for colony ships, which means transports could still reach far away.
            The big problem is it would require modding the tech tree to provide for +range picks which are atractive to the ai. As of 1.05, however, the Arceans will not mind whatever you may put in the text files and research the same thing.
            Clash of Civilization team member
            (a civ-like game whose goal is low micromanagement and good AI)
            web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

            Comment


            • #7
              The most recent beta frees up the Arcean's tech choices, IIRC.

              Comment

              Working...
              X