![]() ![]() It would also allow to configure maps with an already somewhat established dominant power. This would allow to configure maps where all or at least part of the AI players had a more or less distinct headstart. but possiblyĭ2) number of Sectors already established for starting town. ![]() In practise this would mean individual player settings for:Ĭ) starting "technology level" (in practise probably the number of pre-researched techs)ĭ1) number of starting towns (with the existing system this MIGHT not be valid or being a simple decision between 1/2/3. It would be nice to simulate different "advancedness" (that is, you play, say, Dvar, and the Vanguard AI and the Amazon AI have made planetfall some time before). The game basically simulates a simultaneous landing of all players. What I mean with asymmetric player positions is a way to have different levels of "readiness" - a simulation of some factions being already on planet for some time. Would such things be possible (and more importantly, fun?) Pulsar Star: Screws up shields, randomizing them each combat round?ĭyson Sphere surface: many energy structures across the strategic map, and a map completely covered in metal and arcane machinery? Space: units are swifter in zero g space, but may be instakilled by being pushed off the 'ground'? and A special universal mod is Always applied to infantry allowing them to enter deep space, limiting options for moddability of early units?Ī shattered world: all combats take place in with unstable tectonics and clouds of ash, obscuring visibility, reducing hit chances and sudden shifts of terrain occuring during combat? Global unique conditions or combat modifiers being in play, or unique restrictions or challenges would add imensly to immersion and replayability. I wonder.for future content(or mods), could this powerfull toolset be used to created Habitat maps or Ringworld Maps or worlds with unique prevailing conditions? ![]()
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