I will be honest, I did not play any of the alpha or beta, but I still think it was worth the money. Look forward to more games made this way.
Fenix34
[quote who="Stringer2" reply="1" id="3426800"] What I would like to see, is a combined tech tree with millions of different combinations randomly selected until game ends. It means that instead of having many different inventions in the database, you would have basic concepts and some kind rules how they can be combined. For a user it should still show like there were a tech tree with inventions, but just one that would never end. This of course would have to be supported by modular gra
And thanks to that Hynix factory fire, prices for computer memory will be high for a while, whether they use Hynix chips or not, strangely enough.
This was already discussed somewhat in another thread a while back about the tech tree and research. But I am glad that there are others that feel the way I do, that at least there should be some repeatable techs at the end of the tree like in Fallen Enchantress. If not new techs at least put in some refinement options, in most TBS games I have played it feels like all of that research infrastructure one has spend building throughout the game ends up being useless once everything is researche
[quote who="Gaunathor" reply="40" id="3406157"] What about races, that don't have a private industry? It's pretty unrealistic to expect all races to have one. The Iconians, for example, are communists (or the closest thing there is to a communist). [/quote] It would not necessarily have to be entirely private industry, it could be colleges and universities, or there could be two research expenditures, that of directed research and then a budget
I do like some of the ideas proposed in this thread. My thinking is that perhaps a system with directed research by the government will be for large projects like lasers, and then refinements will be made by the private industry based upon the racial mindset as defined by racial traits. Such as one race is more warlike so refinements to lasers will mostly be in increasing damage, while another race's refinements will more along the lines of making them cheaper/smaller or as some have sugg
The points allocation idea is already in a game called Horizon, which is in beta right now, I cannot be sure how well the AI really uses the system. The idea of a private industry that cannot be controlled is an interesting idea, especially the way ctiberus describes it, since a similar system in Distant Worlds adds an interesting element to the game as far the economic aspect is concerned.
[quote who="Magnumaniac" reply="9" id="3405467"] The problem for any tech tree design, regardless of complexity / size, is that it will very quickly come down to: Strategy A requires beeline for techs X, Y & Z for optimal effectiveness Strategy B requires beeline for techs P, Q & Z for optimal effectiveness etc, etc Variation is then thrown out of the window as, especially in multiplayer, anything less than optimal equals d
[quote who="Gaunathor" reply="2" id="3405353"] You could, as long as you edited the tech tree via something other than the provide Tech Editor, like Notepad++. It looked horrible, because the UI wasn't designed for this, but it worked. I tested this during the development of my mod.[/quote] Interesting, it would still be nice if it was officially supported though instead of having to do it through a workaround.
Agreed. While in GalCiv 2 one could have multiple technologies come from the same prerequisite tech, one could not have multiple prerequisite technologies lead to one or more techs. I would also like to see technology levels where the benefit derived and the cost are defined by formulas calculated from whatever tech level one happens to be researching, it would save having to define hundreds of them by hand to achieve the same effect like in GalCiv 2, which would allow for infinite research,
[quote who="Frogboy" reply="50" id="3385365"] Starting bids on these IPs were $100k. The ending bids were substantially higher. I had bid $1.2M on Master of Orion which was more than what Total Annihilation got.[/quote] Poor TA, not getting the love it deserves. It was the first PC game I ever played, and that pretty much started me on the path of strategy gaming. +1 for Pacov's suggestion.
Unfortunate that Uber Entertainment did not get the Total Annihilation franchise. But it should be very exciting to see new games being developed now that Atari's cold dead hands have been pried off of some of those IPs.
I have known about this game for a number of years now, the one thing I really liked about it was the innovative research system. A model that should be used in a good space TBS or two.
The universe is stranger than fiction, because fiction has to make sense. All of the ponderings in this thread will eventually be swept aside as one idea with its basic core, but with a radically different form emerges to take everyone by surprise.
[quote who="Dedzone007" reply="19" id="3371574"] America, as the world has known it up until the 1990s, is dead....and I am dead serious about that statement.[/quote] Agreed, and unless some major overhauls are made, it will only get worse.
It should be interesting to see what happens with Star Control and Master of Orion.
[quote who="Nichtganz" reply="33" id="3347364"] Steam says it should be unlocking shortly.[/quote] I have my pre-purchase done, just have to wait about 2 hours as of the time of this writing.
For those of you that may not know, it looks like the game is supposed to be released on the 19th. http://store.steampowered.com/app/232050/
Mine was doing that as well, it was due to Steam snycing my saves to its cloud storage. After I turned it off I have not had any problems. That may or may not be the problem the rest of you are having, so I am just throwing that out there in case it might help.
[quote who="LORD-ORION" reply="46" id="3325698"] So, the Playstation 4 can make RTS games?[/quote] Well it could probably play them decently now. But the entire game would have to be designed for the console in question. Strategy game ports from PC to console usually do not do well because of the totally different control schemes.
[quote who="Scoutdog" reply="36" id="3325169"] That's actually a bit above my pay grade. It sounds reasonable, though. UPDATE: I talked about this with one of my professors today. It turns out that simulated reasoning is slow mainly because it "thinks" in a REALLY unnatural way, by looking at all the known facts, randomly generating concepts of the entire universe, and seeing which ones fit and which don't (that is, of course, the universe
[quote who="Scoutdog" reply="34" id="3324751"] And compared to AI reasoning, which I consider the best avenue for creating truly sentient machines, adversarial searches are extremely fast- it can take a supercomputer hours to work through a simple reasoning problem (although, and we computer scientists are still trying to figure out why, many hideously complex problems can be solved almost instantly).[/quote] Part of the problem may be in the different memory syste
Solar panels, bah. Just temporary measures while Jafo puts the finishing touches on his fusion power designs.
MS Office 2010, until I am forced to switch to something else for whatever reason.
[quote who="Scoutdog" reply="30" id="3321306"] AIs are also naturally going to perform better at real-time strategy games as opposed to turn-based because of an inherent advantage- they don't need to scroll to their units and click on them to make them move.[/quote] Yes, an AI does have a faster reaction time than a human, but, can it micro-manage those units well enough to take advantage of that reaction time? At least your typical game AI, not those like the