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Lord of rigel xantus
Lord of rigel xantus













lord of rigel xantus

We're not developing this in a vacuum, we're playing Stardrive, Endless Legend, Distant Worlds, and all of these other games and seeing what works and doesn't work mechanics wise. Similarly, things noted here about repulsors and similar devices are planned. However, we're making enhancements in the sense of making smaller ships more useful, flanking and overwatch being some of the major things along with armor facings. We want to keep micromanagement down if players don't want to deal with it and instead want to focus on the big picture.Īs for tactical, we're doing a very MOO2 style system for tactical combat. (currently 1024 max divided over 12 major factions including the elder species and potentially 5 minor ones) There's a few projects that are quite proud about insane galaxy sizes as options, but in the end it comes down to gameplay and we might reduce the maximum number of stars. This is particularly important since our largest galaxy size (Legendary) is insanely huge. So you can do custom build lists and load/save them or let the AI try to manage the colony.

lord of rigel xantus

The build queue nightmare we're solving through macros and AI priorities (like Endless Space). Some fundamental things such as our focus on the elder species' cold war to make the end game play better (a huge issue with MOO2 and derived 4x games) is much more like how say Sorcerer King plays out with asymmetrical gameplay. You can probably liken this game to a cousin of Stardrive 2 and Predestination in that there's different emphases on what to alter from a similar core. I Am a Communist: PMs are a platinum member thing so that's why I wasn't getting them.Īlso as a bit of a comment on the debate surrounding MOO2/Stardrive in earlier posts: p3d link to the human strike fighter to give a good sense of what it looks like. Basically fitting the Kzin/Kilrathi/Klingon K-warrior species archetype.įinally, the above is a. Needless to say there's a few sizes that don't fit on the scale chart that are absent.Ī Katraxi logo wallpaper. The above is a fleet scale chart as well. This wallpaper is actually using our old planet effects from the first demo. Which really pays off in the tactical scenes.īut to give a little bit of a taste of some of the stuff you'll be able to toy with in the tactical demo: Planet textures have been revamped to much higher resolution as well. There's also some oddness with missiles, fighters, and the overwatch mechanics but those are all AI.Īrt wise there's been quite a bit of progress, including some new planet types above and beyond the galgen demo in the OP. Implementing this involved adding some temporary tables, which had an odd side-effect of introducing a bug where you can right now literally swap loadouts with your target. if you have 5 lasers and only 2 are needed to destroy a ship with crippled armor it'll only fire 2. Mostly programming stuff, one of the things we just implemented is the AI holding off from firing all weapons in a bank if there's sufficient firepower to destroy a target firing only a few weapons. On the coding front it's AI fixes, polishing, and UI updates for the tactical demo. Progress on the new website has been a bit slow. Any tidbits or is it boring programming stuff? Its still very much alive, just a lot of stuff going on behind the scene.















Lord of rigel xantus