Space civilizations official new thread
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DeathStar | Date: Friday, 10.01.2014, 17:51 | Message # 31 |
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
| djrodw, if I need help, I will be sure to contact you via PM.
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djrodw | Date: Friday, 10.01.2014, 18:03 | Message # 32 |
Observer
Group: Newbies
United States
Messages: 6
Status: Offline
| will spend this weekend familiarizing myself with the mechanics/game area/home systems so that im ready when you need me. Can't wait to see where this goes!
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RockoRocks | Date: Friday, 10.01.2014, 18:31 | Message # 33 |
World Builder
Group: Users
Belgium
Messages: 674
Status: Offline
| Hi! I just submitted my application!
I will be inactive on this forum for the time being. Might come back eventually
AMD AR-3305M APU w/ Radeon HD 1.90 GHz 6,00 GB RAM
Edited by RockoRocks - Friday, 10.01.2014, 18:32 |
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DeathStar | Date: Friday, 10.01.2014, 18:49 | Message # 34 |
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
| Just 1 more application! Welcome to the RP, RockoRocks!
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Disasterpiece | Date: Friday, 10.01.2014, 21:31 | Message # 35 |
World Builder
Group: Users
United States
Messages: 640
Status: Offline
| Sorry I am late, a lot of tests at school.
I play teh spase engien
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DeathStar | Date: Saturday, 11.01.2014, 17:48 | Message # 36 |
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
| Yay, we have enough people now! I will update the OP and send everyone the starting info. RP will start tomorrow. I will post later the exact time GMT. Added (11.01.2014, 20:48) --------------------------------------------- Fleet-to-fleet combat has been overhauled. Tell me your thoughts.
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HarbingerDawn | Date: Saturday, 11.01.2014, 18:56 | Message # 37 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Quote DeathStar ( ) Fleet-to-fleet combat has been overhauled. Tell me your thoughts. I like it, good job.
I don't really like the way the greenhouse/pollution mechanic is handled though, it doesn't make much sense. If anything it should depend on temperature, specifically, temperature relative to your homeworld. The colder a world is, the more benefit there is to heating it. The hotter a world is, the more harm there is to heating it. Greenhouse effect alone is not a useful piece of data in this case. Maybe something like this makes more sense:
Colder >50K: +20% total factories 25-50K: +10% 10-25K: +5% 10-25K: -10% 25-50K: -20% >50K: -40% Hotter (temperature relative to home planet)
And maybe to balance this there can be some opposite mechanic, such as increased mineral extraction for hot worlds and decreased for cold worlds.
The industry/atmo pressure stats seem weird too. 19.99 atm giving +20% while 20.01 gives -25% seems awkward. Perhaps something more like:
.5-.8Atm: +2% Production .8-1.5Atm: +4% 1.5-5Atm: +8% 5-10Atm; +15% 10-20Atm; +0% 20-40Atm: -15% 40-60Atm: -25% 60-200Atm -40% >200Atm -60%
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
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DeathStar | Date: Saturday, 11.01.2014, 19:00 | Message # 38 |
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
| The greenhouse effect thingy is still a prototype. It isn't really applied yet, so there is time for it.
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HarbingerDawn | Date: Saturday, 11.01.2014, 19:04 | Message # 39 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Quote DeathStar ( ) The greenhouse effect thingy is still a prototype. It isn't really applied yet, so there is time for it. Yeah. In my idea it would only apply to colonies anyway. The pressure thing is more important for now.
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
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DeathStar | Date: Saturday, 11.01.2014, 19:24 | Message # 40 |
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
| OK, first of all, I obviously can't update the game every single hour. What do you guys think that we have 1 or 2 turns every day at this time? I will just change your incomes in every field by multiplying them by 24.
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Quontex | Date: Saturday, 11.01.2014, 19:36 | Message # 41 |
Explorer
Group: Users
Australia
Messages: 155
Status: Offline
| Cool, maybe increase travel speed? .1 parsecs or something per turn.
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DeathStar | Date: Saturday, 11.01.2014, 19:40 | Message # 42 |
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
| Quontex, I will just multiply the current speed of ships, income etc. by 24 to get per turn values.
Also, everyone should tell me at what times(GMT, look it up if you don't know what it is) they are free so we can choose a time when a new turn starts.
I am available from 13:00 to 19:00 and from 21:00 to 23:00(Most of the time)
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Quontex | Date: Saturday, 11.01.2014, 19:46 | Message # 43 |
Explorer
Group: Users
Australia
Messages: 155
Status: Offline
| Using a converter these are the times i'm available, My time zone is Australian Eastern Standard Time (AEST).
In GMT: 4:00 (4:00 AM) 16:00 (4:00 PM) Previous Day
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HarbingerDawn | Date: Saturday, 11.01.2014, 19:51 | Message # 44 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| 1/h = 24/d sounds good to me. Or maybe update on each turn, with each turn counting as a set interval of time regardless of the real-world timing of turns.
I can be available whenever necessary I suppose.
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
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Quontex | Date: Saturday, 11.01.2014, 19:52 | Message # 45 |
Explorer
Group: Users
Australia
Messages: 155
Status: Offline
| Gotcha, Ima go make a flashlight with a galaxy shape on the end...
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