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-   -   Welcome Star Legacy Development Group! (http://forum.shrapnelgames.com/showthread.php?t=44832)

Xrati April 3rd, 2010 10:22 AM

Re: Welcome Star Legacy Development Group!
 
OK, Off Topic Thread started! :doh:

Louist April 3rd, 2010 01:25 PM

Re: Welcome Star Legacy Development Group!
 
Thanks ;)

Skyburn April 4th, 2010 07:01 PM

Re: Welcome Star Legacy Development Group!
 
Quote:

Originally Posted by dumbluck (Post 737064)
when it comes to reporting the money flow, be sure to include the ending balance for last month in addition to the usual projected balance for this month. The breakdowns from SE4 were thorough enough, but not having the end of month numbers makes it difficult to track trends accurately. For example, take a look at SE4. If half my queues finished this turn, then in the Empires tab my Construction costs at the start of the turn will reflect only what is CURRENTLY being worked on. It's much more accurate to look at what we DID, instead of what we think we MIGHT do...

I agree that last month's numbers should be kept. In fact I would like to see the game keep detailed records of your production history, broken down by each production center (planet, ship or whatever).

It would also be nice if the game's financial interface helped you to project what the most productive way of building up a planet would be. For example, would I get more resources by building the resource centers first and then a Space Yard? Or should I build the Space Yard first? What if I want to maximize SY time instead? How long will it take to pay off facility construction with new production revenue? Having to manually plug all the relevant numbers into a spreadsheet is a pain, and the alternative is to be outproduced by a more thorough enemy. Plus, if the game can calculate these numbers for you, it could calculate them for an AI.

I would also like to see some kind of trading interface. Being able to post offers and trade with other known civilizations would be fun. You could trade lots of stuff, not just resources. Maybe even hire some of your ships out as mercenaries or to transport cargo. It would give the whole political system more depth, too.

jars_u April 17th, 2010 08:02 AM

Re: Welcome Star Legacy Development Group!
 
Quote:

Originally Posted by Skyburn (Post 738904)
Maybe even hire some of your ships out as mercenaries or to transport cargo. It would give the whole political system more depth, too.

I think this is an especially good idea that would add some good depth both in being able to hire or sell mercenary services. Players that focus all on butter could use that cash to hire the guns. In another aspect you could also sell mercenary services (I'd buy that for a $1) to an ally involved in a conflict without actually becoming directly involved in the conflict yourself.

Timstone May 1st, 2010 05:42 AM

Re: Welcome Star Legacy Development Group!
 
Hmm... awefully quiet here. Me no like.
Any new info about SL?

TurinTurambar May 26th, 2010 11:17 AM

Re: Welcome Star Legacy Development Group!
 
Quote:

Originally Posted by Timstone (Post 743058)
Hmm... awefully quiet here. Me no like.
Any new info about SL?

I came in to see what's going on - hi everyone.

Is there a synopsis or compendium someplace, or should I just start opening threads and reading?

TT

Timstone June 3rd, 2010 10:23 AM

Re: Welcome Star Legacy Development Group!
 
Hmm... too bad there isn't that much news. :(
Ah well, it will appear soon enough.

KnightWhoSaysNi June 11th, 2010 05:19 PM

Re: Welcome Star Legacy Development Group!
 
Quote:

Originally Posted by Alikiwi (Post 730798)
Combat will be turned based as it's a turn based game. In single player you will have tactical (you control), but also a strategic option to let the AI do it all for you, as will happen in a PBW game.
KISS, oh you mean keeping it simple (phew!), yes you will have the option to manage most of it, or let ministers do it for you. Some functions may be automatic by default with the option to do your own thing. For example basic building on planets will be automatic, but if you want to add something you can.
Traders will be AI only, and we hope to have rogue asteroids or meteors, and yes you will be able to target them if they are heading your way..... (sssh TMI):D

Apologies for missing this comment earlier.

To be honest, I think real time combat would be better, provided that it was pausable to issue orders and slow enough to observe what's happening. In my opinion, that would be more fun and engaging than being turn based. It would feel more realistic as well. It would be better for the same reason I found combat in Baldur's Gate more fun than that of Ultima VI (if you're old enough to remember the latter one).

TurinTurambar June 23rd, 2010 06:08 PM

Re: Welcome Star Legacy Development Group!
 
Has anyone here played Star Chamber? I just started and it's pretty much kicking my ***.
I don't know if anyone remembers a card collecting / deck building game called "Spellfire" from the early 90's (maybe late 80's) but it's like that... only not, cuz it's a boardgame.... only not, cuz it's online... with a computer... so.... yeah.

Anyway, check it out - very simple and fast but HEAVILY HEAVILY reliant on skill and strategy. HEAVILY. Did I say very big on Strategy? And it's "free":
http://starchamber.station.sony.com/

EDIT: This should probably be moved to "Off Topic"?

jars_u September 19th, 2010 01:03 PM

Re: Welcome Star Legacy Development Group!
 
Anything new to share on Star Legacy Development?

Recent emails from Impulse about a discount on Star Ruler reminded me how long its been since I bought a 4X game I truly enjoyed - but the reviews for it are still a pretty mixed bag with the bugs worrying me more then game play issues.


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