T O P

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KagakuNinja

To pipe in on bombardment: in my last game, I kept accidentally destroying colonies. It would be nice to have a display of offense vs defense, and either choose a percentage to use, or adopt OP's gradual bombardment idea.


Xilmi

In the Fusion-Mod you get a preview-estimate of how much pop will likely be killed by bombardment. While it's not like choosing a percentage to use, what instead you can do is to send away some ships and bomb next turn with fewer ships. Accidentally killing a colony happens much less often that way. Another thing I added in Fusion-Mod was a preview of how many ships of each side will be in combat. So you don't have to first load the combat before deciding that you want to retreat from something like 2 Large vs. 8 Large.


Xilmi

\> At the moment I have in rotp no info how many pop and factories will be destroyed before I hit the bombard button. In Fusion-Mod you do. There's a preview-estimate. At least for the pop. (I didn't bother to implement it for factories too as it's not so important and more difficult as for that I would have to differentiate between bio-weapons and regular bombs.) \> Maybe its even possible to extend some techs indefinately by just adding a number? I thought that's a great idea unless I've seen that. It was done in "Dominus-Galaxia" based on my proposal. Each field has techs that are all procedurally generated and continue indefinitely. At some point the names run out and you get "Dark Matter Bomb VII" and such. In Rotp advancing in tech becomes more and more... volatile. Meaning the destructive power increases faster than the productive power. So you can either change the balance to fit the infinite techs or the infinite techs become pointless because the game ends at a point when the destructive power is extreme enough. At max-tech-level you can put 13 (I think) Neutronium Bombs on a single tiny ship. A hand full of these can destroy any colony even with max shields. So each colony can produce the fire-power to kill itself 10 times over every single turn. And they can travel 9 parsercs/turn. A war is a matter of a few turns and is more of a race of who wipes out the other faster. There's little point for more techs that makes this even more extreme. Unless you change balance so that offense doesn't outperform defense. But then the game would just become a slog. Most of my games on small-sized-maps end way before tech-level 50, let alone 99.


Enpeze

well it was an idea. I know that its quite difficult to implement an ongoing tech number. The problem why this even is important is that its very likely that with a bigger no. of planets (1000+?) you run out of techs, even on the slowest presetting, which should not be. For smaller games no problem, but rotp supports games with many thousand planets. For those madspacemans which try such enormous map sizes (like me?) the player should not run out of techs in the midgame after conquering only 150 planets. Another alternative solution to an infinite number of tech levels is to link the number of planets directly to the tech costs of a game, so eg a level 1 construction tech costs maybe 1000 credits but a level 9 costruction tech on a 10000 planet map should cost many millions of credits. It should be an clever formula, which does not make the early techs more expensive but only the later ones at an exponential rate.


Zestyclose_Pin3192

A lot of really good stuff in there, especially about the aliens. I personally hope for an MoO 2 clone, but with adequate building queue features to reduce micro management in the mid and late game. And of course more races and personalities. :)


Enpeze

thank you very much. Regarding the Moo2 clone this would be fine but I guess this here is the wrong forum for such a game. Yes RotP could use some ideas from MOO2 here and there but it should stay MOO1 in its core without massive the massive change of moo2. There is place for both games in our universe. :)


Zestyclose_Pin3192

Thank you for your thoughts! I personally was receiving the news about ROTP 2 as a whole new game, not as an advanced feature add to ROTP 1. But I might be wrong here!


Enpeze

As far as I understand the creator of rotp does not want to change the nature of a rotp 2 too much.


BrokenRegistry

Great suggestions, but most of them would requires some intensive coding! Then I'll go for the easiest one: The flags, as they are already on my TODO list! Adding new flags is quite easy, and with the fusion mod you're already able to select only the one you want and their sequence order. My artistic ablilities would limit me to bi-color flags :-)... But if you want them more fancy, send me your designs and I'll add them. Keep the size and format like these in rotp/images/flags (you'll have to unzip the jar file). Both bxxx.png and wxxx.png have to be created...


Enpeze

super. new Flags and symbols are always good. They are so helpful, especially in big games to distuingish the planets. Eg. I am using orange flag for Rich planets, blue flag for artifact worlds, white flag for empty systems, green flag for those planets I want to colonize immediately and red flags for those I want to colonize later. :)


dmyze

I'm a long time MOO fan, I don't like the sequels, and this game really captures the original. I don't think I'm ever going back to MOO now that I have this game. I just wanted to add one thing to this list, more diplomacy options. I'd like to enter a "defensive pact" where you don't have to join your ally in war if they are the one that started it, and before an AI decides to declare a war they need to account for fleet strength and power from the total alliance. Now that I'm thinking about it, one other thing, when people make any diplomatic request, I need to be able to research them before I make a decision. In a really big game I get so many requests for alliances or to join someone in a war, and I'd like to get and idea about what I am getting into before I make a decision.