
- #Treasure planet battle at procyon ships not rendering how to#
- #Treasure planet battle at procyon ships not rendering drivers#
It's not micro to the degree of purchasing buildings everywhere multiplied by dozens of kinds of buildings. But once you've got your trade network fully set up, you can still mostly ignore it and get on with the fun stuff. With building freighters everywhere, then replacing them with megafreighters everywhere, followed by building trade stations everywhere, you can potentially spend a fair bit of micro effort on growing your economy, in a format that seems a bit more repetitive/less interesting than colonization does. No, like I said back in my original reply to the OP, trade falls under the category of good micro. And I'm just as sure that everything will be open for internal re-evaluation in SotS 2, if they continue to want to keep things clean and simple as much as possible yet still add new features and content. Who knows? I'm sure Kerberos has had ideas like that in the past and had reasons for choosing the implementation they did. Maybe investment in building up trade routes could become something like the investment in infrastructure - controlled on a slider basis.
#Treasure planet battle at procyon ships not rendering how to#
For me, as it stands it's not too much, but I wouldn't want more, and I would be happy if Kerberos had some ideas for how to streamline it a bit for SotS 2 without removing interesting gameplay choices. I made a number of posts to that effect here and elsewhere.īut you're correct, Mecron, that reviewers seem to expect a micro-intensive model like GalCiv and don't know what to do with a streamlined but still deep strategic game.Īs far as whether trade is too much micro. I for one was shouting for joy at how simple and elegant but still pretty deep the system was back then. Just trying to dialog on the how's and why's.

I know this is a solution, but if something goes off the plane, I want my ships to be able to chase them, kill them, and be able to return quickly to the plane after having done so.)Īgain, not 'demanding' it be made so. Not being able to finish them off because of said z axis limitations.
#Treasure planet battle at procyon ships not rendering drivers#
Ships being tossed off the combat plane as a result of being hit by mass drivers and other collisions is cool. Seeing asteroids spread in realistic patterns when they are broken up is cool. I would like to know the background on why ships are limited in the range they can tilt their nose along z axis, though. I know, I know! Different animal, but I couldn't resist. and the ships need the ability to choose their own facing in X/Y/Z to best pursue and shoot upon said target. Mordachai wrote:Again, I don't think we need some complex ability to send ships to a given 3D position by some absolute reference - rather I think we need the ability to send ships after targets. So I don't understand why no game does it (other than because the maths might be a little hard.) This is stuff we're intuitively familiar with, because it's how the world is. And when you're moving in a gravity well, you move in arcs. To me, the obvious answer is spherical polars: when you want to know where you are in relation to a sphere, you draw a line and show the angles. The thing is, as soon as you have something to protect/attack in a 3D environment, you have a reference point with size and you're constantly trying to figure out how far away It and They are, and how quickly They're closing. 3D combat gets hard when They are trying to attack the planet, and We are trying to stop them - because then you have to figure out how to get in the way of someone that is moving in three dimensions (around obstacles). In deep space, perhaps, an x/y/z reference frame makes as much sense as any other - there is no reference frame, so you might as well apply something that's familiar.īut deep space - with nothing for either party to protect or attack except each other - is the easy case. I don't get the whole x,y,z thing anyway. Perhaps there's something I'm missing but I can't see what it is. As things stand now, I need to but can't. If the game was fully 2d, I wouldn't need to. If I could move in 3d I could chase the rocks manually along the Z-Axis. If it was a fledgeling colony, it's probably dead now. I can't make my ships chase them properly (I've tried Pursue mode and it really doesn't seem to help), so I'm forced to sit there whilst huge chunks of rock smash into my planet. By the time my ships have turned around, some of the asteroids have gone far enough away on the z axis that they are out of range of my weaponry (barring missiles which just seem to not do enough), but are still on a collision course with my planet.

They pass over/under my ships, some of them moving outside their firing arcs. Some of these go up and down in addition to continuing in the general direction of my planet. Some of my ships blow up one of the bigger asteroids, which splits into smaller pieces. Ok, an example of what I'm talking about.
