need the following:
-either a very quick pause-resume system to sit and calculate-
-or instant highlighting of nodes next to me that can be taken over.
The AI is too fast and coordinated.
I reworked the equations to use a sloped distribution over time instead of a uniform distribution for determining when threats spawn. So now, even though it's possible to get cluster raided, it's far more likely that they will happen at semi-regualar intervals. Let me know if this helps.
For future ideas for improvement costs: Gems should be mostly used in items that fire laser, as rubies and sapphires make powerful laser lenses. The supply catapult using gems seemes a bit off. I'd rather expect lots of silicon and a mix of metals for guidance and magnetic launching. MAYBE some gems for sapphire-silicon transistors.
Other ideas for sequel:
-resupply pod should determine amount and actually cost you for each launch
-premature finishing of a sortie
-extra fighters yield some ore on their own, with risk of death rising with worse areas
-morale buildings need silicon,water and some minerals for drinks,recreational chemicals and entertainment.
-hydroponic farms use water for basic food, amino acids for better quality food(synthimeat)
-population demands for some minerals and combinations of things, and gold for establishing a basis for the currency, thus avoiding the "fiat currency" of Earth which leads to crisis every decade.
My though behind the RSL was laser driven solar sails, thus the need for gems, although I know I did not expressly describe this anywhere. This method could course correct a resupply unit over long distances without needing to construct an elaborate on-board propulsion/nav system for each container. As for the other ideas... lets just say they will all either fit well into the sequel, or not be relevant to its game-play anymore... don't go too crazy tring to predict which is which >:D
thanks for reporting this problem! Could you tell us please your operating system (Windows or Mac?) and your browser ? This will help us pinpoint the problem!
9-5-2050 (7:00)
Finished. The outer Dark Matter Nebula coupled with FTL drive yields massive cash. Maybe you should remove Dark Matter income from El Dorado run, it becomes seriously overpowered.
>>Hears marijuana is extinct
http://nooooooooooooooo.com/
I only surrendered though, because humanity remaining back on Sol needed my survival skills. I'm pretty much anti-NWO and globalisation otherwise I'd love to kill United Earth types.
Back on track, will you use 3d asteroid mining in the sequel? or same game engine? Try Unity, its a good one.
The multiple endings are excellent, now there is reason to surrender to the government. Diss me if you don't like, but I'd rather swallow my pride and ask for a wealthy retirement. I'm sure the gov wouldnt mind me keeping a huge weed farm in orbit of Mars and the 10000 gold I stockpiled :D.
Orbital County of Social Libertarians ahoy!
Haha! I love it. I was wondering if I'd have players chose NOT to be blood thirsty war mongers, apparently they are out there... and unfortunately, marijuana is likely among the many now extinct species in the universe. Drugs you light up to get high aren't often kept in O2 enriched environments, alas, the future really is a cruel place.
I haven't been able to recreate this bug. Is it your base or ship's reactor that's regressing? If it's your ship's, then make sure you have a fighter class selected that is >= your generator class. (ie: a lvl 2 reactor needs a lvl 2 fighter.) Otherwise, let me know if you can figure out any other variables that might be bringing it on.
That's actually a nice idea! Check back tomorrow ;)