![]() ![]() So, at mid game, I swapped half my planets to agriculture, and the other half to industry (which the AI proceeded to kill them with deep core mines). I do remember that MOO2 had basically refinement after that which made things cost less (and made them smaller, but that's not something that can be implemented in a game where you physically place your components, lighter/less ordnance/energy per shot might work, though). By what I consider mid game, I had all the tech. One of the things that is a little lacking in my opinion is the tech trees and progress. I likely could finish destroying the entire solar system now, but am thinking of restarting again. Recently played a Drylok game and while I had a little issue in the beginning (Humans wanted a system that I cleared the Remanent from and declared war on me when I colonized it), I proceeded to curb stomp everyone that wasn't my friend in short order. ![]() I've enjoyed some of the ship packs others have made (and usually end up tweaking them a little myself). After that we'll be patching the test branch regularly through the content pack. Don't expect any version updates for about 2 weeks. So this is what's on the list for the next few weeks. I want to establish a wide variety of commodities in the game that we can later use to fuel trading in gameplay expansions. This idea is another impetus to the commodity system. So you can explore, fight, and trade inside your own saved games. I've got some ideas about how we can take your StarDrive 4x saved games and use those to generate the RPG sandbox universe. I have a tentative design plan to make an Escape Velocity style expansion that will change the way StarDrive plays to a much more RPG, ship-focused experience. I also need to build it with expansion in mind. But it's going to take some time to get it right. Campaign multiplayer is an obvious desire that we all want badly. With StarDrive pretty stable right now I also want to get planning on the Multiplayer elements. We will also have some new techs with platforms to help defend your planets. Basically the focus of this content pack is going to be making trading more robust and easier at the same time. This should come with an overhaul of the AO system as well. I need to come up with the specifics and get the UI worked out. I have a pretty good idea of what I want to do and how I want to do it. We'll have some new racial music to get your groove on with, we'll have some new ship modules (sideways firing what?), and we also will have a new commodity system. ![]() ![]() With 1.12 I am starting to implement the groundwork for the content pack I want to release in July. ![]()
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December 2022
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