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RE: Just a quick note... - 6/19/2011 9:10:37 PM   
Imrryran


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quote:

ORIGINAL: cookie monster
What would you like to see added to give more political options?

For instance factions, domestic policies, laws and decrees, political parties, different rebellion types, religions (or populations ideologies), etc.

These are some of the features you can see in games such as Alpha Centauri, Civilization 4/5, Victoria, Crusader Kings, Europa Universalis, King Arthur TRPW, Heart of Iron, etc.

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RE: Just a quick note... - 6/19/2011 9:22:15 PM   
Data


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Also Medieval Total War...the second one even more so than the first.

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Post #: 92
RE: Just a quick note... - 6/19/2011 9:29:17 PM   
Imrryran


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I don't quite remember there was something like that in MTW2? Could you please be more precise?

As far as I remember, the internal politics are really basic, with just a revolt percent making random revolts appear on the map.

< Message edited by Imrryran -- 6/19/2011 9:34:33 PM >

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Post #: 93
RE: Just a quick note... - 6/19/2011 9:42:58 PM   
Bingeling

 

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You don't see a difference between a space simulation with 19 races, and a simulation of medieval (or more current) Europe?

Domestic polices are our government types. They could be expanded.

Laws and decrees. I don't see this make sense with hive minds. Merge with domestic policies and don't mention them.

Political parties? Not legal (or only 1 legal) in some countries on Earth. Would not make sense in a 19 species space game. Domestic policies covers more than enough.

Different rebellion types. This could make sense. If resource system is improved, and borders are introduced, one get new motivations for rebellion. Sphere of influence and lack of resources, for instance.

Religions. Covered by races I think, they like and dislike each other. You could also merge this with government types. You could have policies that influence the tolerance to alien populations in the empire (some of the multiple legged ones would score low, I think).

I think DW should try to be better at what it is good at, and not pretend it simulates war in Europe. Political options should be focused on relation and cooperation between empires, not running the empire. A very interesting feature of DW is the private/military split. To improve this aspects would make sense - get better at what it is good at.


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RE: Just a quick note... - 6/19/2011 9:46:07 PM   
Imrryran


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I agree with you: the internal politics features should depend on the race. :)

And yes, at the moment there is a private sector feature, but no way to really play with it, it is mostly watching and protecting it. Why not permit to have different stances with respect to the private sector?

< Message edited by Imrryran -- 6/19/2011 9:48:11 PM >

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RE: Just a quick note... - 6/20/2011 6:30:04 AM   
Data


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iirc MTW2 had factions, family trees with internal competition, papal excomunitactions and such.
Good idea with stances with respect to the private sector, this can help with the current gameplay

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Post #: 96
RE: Just a quick note... - 6/20/2011 7:12:30 AM   
Facedrop


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Yes i have fond memories in MTW2 of fighting religiously motivated crusades.
Perhaps a new race could be added who fanatically attempt to impose their religion on other races. Furthermore i agree that the private sector should be expanded so that political choices can effect it to a degree.

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Post #: 97
RE: Just a quick note... - 6/20/2011 7:39:01 AM   
J HG T


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I'm being a jerk here by bringing up Alpha Centauri yet again, but if you have played it, you know how the social engineering works in it.
I think giving DW something similar in addition of goverment types would be neat, and would allow us to fine-tune different aspects of our empire.
These would of course affect diplomacy as well. "Power" races despise "research" oriented races, "police state" doesn't very much like idealistic "freeform" empire, and so on...


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Post #: 98
RE: Just a quick note... - 6/20/2011 7:49:05 AM   
Data


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Nothing wrong taking a good thing from a classic and suggesting it for this new great one.
I'm offcourse also justifying here my past, present and future MOO2, SR2, etc ranting

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Post #: 99
RE: Just a quick note... - 6/20/2011 10:52:32 PM   
Simulation01


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I see nothing wrong with bringing up classics like MOO and Alpha Centauri.  Modern Authors reference Shakespeare, Tolstoy, and Beatrice Potter!

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Post #: 100
RE: Just a quick note... - 6/21/2011 9:37:25 AM   
J HG T


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Just been off-topicing too much recently TBH. Wanted to be careful and all that.

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Post #: 101
RE: Just a quick note... - 6/21/2011 10:06:03 AM   
Data


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What if we create an off topic thread? We would be on topic then, no?
That would remain empty as we need other topics to trigger the off topic....and now this is just ranting, the worst kind of off-topicing....ok, I'll shut up now

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Post #: 102
RE: Just a quick note... - 6/21/2011 4:40:54 PM   
ehsumrell1


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quote:

ORIGINAL: Data

....and now this is just ranting, the worst kind of off-topicing....ok, I'll shut up now


It's either time for you to maintenance your emotion chip again Data......

....OR you've been away from IGard's cargobay a bit too long!

A neck massage from one of IGard's Orion Slave Girls and a glass of vintage Romulan Ale
should do the trick!

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Post #: 103
RE: Just a quick note... - 6/21/2011 7:33:02 PM   
Data


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aye, in that order offcourse

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Post #: 104
RE: Just a quick note... - 6/23/2011 5:48:24 PM   
ASHBERY76


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Post #: 105
RE: Just a quick note... - 6/23/2011 7:12:42 PM   
Data


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ok, the necromorphs from dead space are sexy compared to this

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Post #: 106
RE: Just a quick note... - 6/27/2011 10:27:02 PM   
tjhkkr


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quote:

ORIGINAL: Data ok, the necromorphs from dead space are sexy compared to this

Okay this is one wacked out android

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Post #: 107
RE: Just a quick note... - 6/27/2011 10:29:44 PM   
tjhkkr


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quote:

ORIGINAL: Erik Rutins

Ok, here's something to get you started. One of the many new things in the next expansion will be some new space "creatures". This is a relatively minor, but fun part of the game to add to (and of course for those of you that don't like them, you can still turn them off). Some are organic to the galaxy, others will only appear as part of certain variable events. The basic theme with these is that they live, they move, they eat stuff (with all of those varying to some degree by creature). As part of the promotion for the expansion, we'll be running a contest to ask gamers to design a new space creature for us and the best entry (in our opinion) will get the professional treatment and be made part of the expansion release.

So feel free to get thinking so that you have a head start once that contest starts.

Ok, a few more things to think about and discuss:

- Territory / Borders
- Unique Faction / Species characteristics and abilities, including victory conditions
- Leaders / Characters for each Faction, of various types and abilities, with the ability to improve

All of these will of course be open to modders.

Regards,

- Erik

That will learn me to take a vacation in the middle of all of this...
Woe Nellie, this sounds way way cool.

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 108
RE: Just a quick note... - 6/27/2011 10:31:47 PM   
tjhkkr


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Was the picture above one of the new space creatures...
The ever-dangerous PHYDEAUX (Fido)... You know their kind can EAT a lof of different stuff like Mr. Rutin's said... even stuff they should not eat.

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 109
RE: Just a quick note... - 6/28/2011 5:32:47 AM   
Kayoz


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quote:

ORIGINAL: Erik Rutins

Ok, here's something to get you started. One of the many new things in the next expansion will be some new space "creatures". This is a relatively minor, but fun part of the game to add to (and of course for those of you that don't like them, you can still turn them off). Some are organic to the galaxy, others will only appear as part of certain variable events. The basic theme with these is that they live, they move, they eat stuff (with all of those varying to some degree by creature). As part of the promotion for the expansion, we'll be running a contest to ask gamers to design a new space creature for us and the best entry (in our opinion) will get the professional treatment and be made part of the expansion release.

So feel free to get thinking so that you have a head start once that contest starts.

Ok, a few more things to think about and discuss:

- Territory / Borders
- Unique Faction / Species characteristics and abilities, including victory conditions
- Leaders / Characters for each Faction, of various types and abilities, with the ability to improve

All of these will of course be open to modders.

Regards,

- Erik


Have you determined what events will be open to modding?

For example:
- birth (creature is birthed - this may result in an asteroid going pop - as it was the creature's egg)
- death (creature dies - possibly releasing toxins throughout the system, or its remains being a mine-able resource)
- on consumption (it eats something)
- on target_consumption (eats something specific)
- reproduction event (timed, has eaten enough/specific things)
- growth rate (does eating things make it grow? Or does it grow regardless - and faster when it eats things, so it'll dwarf a planet if you ignore it for long enough)
- growth ceiling (how big can it get?)
- racial bias (some races may want to protect or eradicate the organism)
- racial reward/penalty (reward or penalty for the above)

... just a start for some events you may want to open up to mods. Is there anything in the works at the moment?


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Post #: 110
RE: Just a quick note... - 6/29/2011 3:20:16 PM   
Shuul

 

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Erik, please, just YES or NO:

Will combat mechanics change? Maybe firing arcs?

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Post #: 111
RE: Just a quick note... - 6/29/2011 7:44:47 PM   
Data


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Soon

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Post #: 112
RE: Just a quick note... - 7/5/2011 7:43:13 PM   
ASHBERY76


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News?



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Post #: 113
RE: Just a quick note... - 7/5/2011 8:14:39 PM   
J HG T


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Hah! Picture of the month for sure!
And hopefully we get some more news soon.


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Post #: 114
RE: Just a quick note... - 7/5/2011 8:42:59 PM   
Igard


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That's some neat photography right there. And a good candidate for a new race image.

I'm sure more news will be coming.... wait for it......


Wait for it.........



.............


soon.


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Post #: 115
RE: Just a quick note... - 7/5/2011 10:09:58 PM   
tjhkkr


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quote:

ORIGINAL: Erik Rutins

- Territory / Borders
- Unique Faction / Species characteristics and abilities, including victory conditions
- Leaders / Characters for each Faction, of various types and abilities, with the ability to improve
All of these will of course be open to modders.

Regards,
- Erik


I really am looking forward to this...

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 116
RE: Just a quick note... - 7/5/2011 10:42:46 PM   
Erik Rutins

 

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Ok, after that pic, I had to post something. I can't go into too much detail yet, but here's another feature point. Keep in mind the final implementation may be different from what you see here from the design notes.

Fleet Posture Assignments
• Allow assignment of high-level objective to automated fleets – defend area, attack enemy, etc
• Offensive settings (do not attack, attack in area, attack in radius)
• Defensive settings (center of operations, local defense, defend system or sector, rapid response)
• Allow display of fleet objectives on either fleet screen and/or on galaxy or galaxy map screen as overlay

Regards,

- Erik

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Post #: 117
RE: Just a quick note... - 7/5/2011 10:49:52 PM   
Simulation01


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quote:

ORIGINAL: Erik Rutins

Ok, after that pic, I had to post something. I can't go into too much detail yet, but here's another feature point. Keep in mind the final implementation may be different from what you see here from the design notes.

Fleet Posture Assignments
• Allow assignment of high-level objective to automated fleets – defend area, attack enemy, etc
• Offensive settings (do not attack, attack in area, attack in radius)
• Defensive settings (center of operations, local defense, defend system or sector, rapid response)
• Allow display of fleet objectives on either fleet screen and/or on galaxy or galaxy map screen as overlay

Regards,

- Erik



I hope these features survive to the finished product and if they do then....good work.

How long have you been working on the expansion?

_____________________________

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Post #: 118
RE: Just a quick note... - 7/5/2011 10:50:01 PM   
Webbco


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Thank you Erik, an update is much appreciated (even a snippet of info!). How's Elliot? Haven't seen him on the forums for quite a while...

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Post #: 119
RE: Just a quick note... - 7/5/2011 11:08:38 PM   
Igard


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Thanks Erik. A tactical overlay would be very cool. If we could easily toggle it on/off to show us clearly where our fleets are and what mission they have.

I like the idea of having more control over my automated fleets. Finally I could create fleets with the sole purpose of defending a sector or  system.

Hope this stuff makes it into the expansion.

I'll also echo, Webbco's inquery about Elliot. How's he doing? We're not stressing him out too much I hope.


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