I think it had more than just suggesting salt and alum individually here.
I thought only few more would sufficiently compliment the basic resource variety unlike other suggestion called for even more.
Anyway, if it wasn't enough to put a new post, I get it now.
Search found 13 matches
- Sun Jan 25, 2015 5:39 pm
- Forum: Ideas and Suggestions
- Topic: Salt and Aluminium
- Replies: 2
- Views: 1834
- Sun Jan 25, 2015 1:28 am
- Forum: Ideas and Suggestions
- Topic: end game/scenario ideas
- Replies: 2
- Views: 2755
Re: end game/scenario ideas
It would be very fun if it is possible to combine those bits of scenario together to create sort of a story mode driven by
success or failure of player's missions within time limit. So objective changes or have different intermediate goals to meet
to meet again different type of end game missions.
success or failure of player's missions within time limit. So objective changes or have different intermediate goals to meet
to meet again different type of end game missions.
- Sun Jan 25, 2015 1:25 am
- Forum: General discussion
- Topic: General Impression
- Replies: 9
- Views: 4255
Re: General Impression
Hmmm. Interesting input. Thank you for sharing that.
Resource distribution is critically important on how it will dictate the play and level of challenge. Game setup is very very important I think.
What about if game's important element (important buildings and components) cost change depending on ...
Resource distribution is critically important on how it will dictate the play and level of challenge. Game setup is very very important I think.
What about if game's important element (important buildings and components) cost change depending on ...
- Sat Jan 24, 2015 9:52 pm
- Forum: General discussion
- Topic: Resource based game modes?
- Replies: 4
- Views: 2636
Re: Resource based game modes?
I was just exploring by walking. If you have progressed further and felt that way, I think I have to take in account of your experience.
- Sat Jan 24, 2015 9:01 pm
- Forum: General discussion
- Topic: Resource based game modes?
- Replies: 4
- Views: 2636
Re: Resource based game modes?
Its matter of taste and what do you seek. Start with default and see how it fits.
As of myself, I've tried generating different maps and settled with low frequency, small size and low richness.
No change for other parameters.
As of myself, I've tried generating different maps and settled with low frequency, small size and low richness.
No change for other parameters.
- Sat Jan 24, 2015 7:13 pm
- Forum: General discussion
- Topic: General Impression
- Replies: 9
- Views: 4255
Re: General Impression
I will do that soon...
Edit1: I'm playing around with resource parameter. In deed those are important.
I think everything being uniform throughout the entire map is pretty restrictive on the game play element.
For example, some region could have more rich mineral per patch of resource than other ...
Edit1: I'm playing around with resource parameter. In deed those are important.
I think everything being uniform throughout the entire map is pretty restrictive on the game play element.
For example, some region could have more rich mineral per patch of resource than other ...
- Sat Jan 24, 2015 6:09 pm
- Forum: General discussion
- Topic: General Impression
- Replies: 9
- Views: 4255
Re: General Impression
I think my first map was too easy despite everything was on default setting.
Resource patch was large and several around my starting site, no biter colonies around my base.
I estimated resource deposit and if quite suffice as I see much more around.
In short, I think over abundance of resource ...
Resource patch was large and several around my starting site, no biter colonies around my base.
I estimated resource deposit and if quite suffice as I see much more around.
In short, I think over abundance of resource ...
- Sat Jan 24, 2015 7:19 am
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 172235
Re: RTS direction
How about conventional long range artillery cannon? Ground fixed ones and vehicle one?
Are they considered too good for game's theme.
They could just wipe off most of biter colonies around bases.
Add fire power to player side and add colony based alien enhancement bases for aliens in little ...
Are they considered too good for game's theme.
They could just wipe off most of biter colonies around bases.
Add fire power to player side and add colony based alien enhancement bases for aliens in little ...
- Sat Jan 24, 2015 6:23 am
- Forum: Implemented Suggestions
- Topic: instead of dying, restart in clone center / cloning /respawn
- Replies: 8
- Views: 4182
Make Clone : Respawn
Joined cause too similar -- ssilk
Be able to make player clone to replace player body in case of unfortunate death.
This accompanies all the installations to save player's "mind and memories" in other place.
New resource sink.
As it allows respawning, game can go more rough on player around ...
Be able to make player clone to replace player body in case of unfortunate death.
This accompanies all the installations to save player's "mind and memories" in other place.
New resource sink.
As it allows respawning, game can go more rough on player around ...
- Sat Jan 24, 2015 5:57 am
- Forum: Balancing
- Topic: Refinery and Chemical factory cost
- Replies: 0
- Views: 4160
Refinery and Chemical factory cost
I felt it was generally very inexpensive.
As they opens up for many more products, few dozen of each iron and copper seemed very low for cost.
Also the electricity consumption as well.
Well actually maybe cost should alter depending on difficulty setting?
Taking considering that the main point ...
As they opens up for many more products, few dozen of each iron and copper seemed very low for cost.
Also the electricity consumption as well.
Well actually maybe cost should alter depending on difficulty setting?
Taking considering that the main point ...
- Sat Jan 24, 2015 5:47 am
- Forum: Ideas and Suggestions
- Topic: Salt and Aluminium
- Replies: 2
- Views: 1834
Salt and Aluminium
Coal, iron, copper, oil, water, wood. Among those, coal, iron, copper, oil are the principle resources.
I think game could use few more basic raw resource type so resource gathering becomes little more challenging.
I think 2 more would suffice as dev seems to be adding more exotic material later ...
I think game could use few more basic raw resource type so resource gathering becomes little more challenging.
I think 2 more would suffice as dev seems to be adding more exotic material later ...
- Sat Jan 24, 2015 3:42 am
- Forum: General discussion
- Topic: General Impression
- Replies: 9
- Views: 4255
General Impression
I haven't still finished the game(yet) but from reading technology list, forum, technology cost and material cost and few game basics, I felt that
game's goal isn't very engaging.
-Game or Simulation?-
I don't know how this game want to be for developer but I felt that current game (2015JAN) gives ...
game's goal isn't very engaging.
-Game or Simulation?-
I don't know how this game want to be for developer but I felt that current game (2015JAN) gives ...
- Fri Jan 23, 2015 2:30 am
- Forum: Ideas and Suggestions
- Topic: Added Challenge Layer : Player Vital
- Replies: 1
- Views: 1415
Added Challenge Layer : Player Vital
Just bought 2 days ago. And game is sucking up all my freetime!
So. Player's deeds "pollutes" the planet and angers native life forms? How about opposite situation happens to player at same time?
Supposing this game is do or die(no respawn, that is permadeath. But with save and load), I suggest ...
So. Player's deeds "pollutes" the planet and angers native life forms? How about opposite situation happens to player at same time?
Supposing this game is do or die(no respawn, that is permadeath. But with save and load), I suggest ...