Actually, i think it should operate the other way round. To my understanding, diplomatic immunity is supposed to represent an unseen negotiation with another faction, which agrees to not attack. It is not an actual technology of 'shield of invulnerability'. Therefore, since mines are completely autonomous and not sentient, when triggered by an envoy, they should explode and cause damage even though the envoy is 'invulnerable'. Not matter that you have
Brazilian_Joe
Missions I think the player or the AI should be able to 'commit' to a mission. Commiting is the complement of rejecting. When a cation commits to a mission, it means it will wholeheartedly embrace it and try to accomplish it with the best of its abilities. Fulfilling a mission without commiting to it should have a smaller relationship benefit. It should also be possible to be able to, as a mission, ask a faction to 'defend gravwel X for X minutes'.&
I think pacts themselves should increase the relationship level over time. They should have lower requirements, otherwise a 'research pact' (for example) would do little to help. And both empires should gradually rely on the pact existence, thus it should weigh positively on the relationship over time. Breaking pacts or alliances should not only cancel any bonus which is accumulated over time, but also give a penalty as it is a sign of distrust. I also think that it shou
The counters i speaking about are like the capital ship crew. You have an allowance limit to how many of a specific game thingie you can get. Capital ship crew has a custom interface to increase it, but a custom counter could be in the research tree. I imagine something like this: NewCounter SpacePoniesClass { Description "How many OMG Space Ponies! you can have in your fleet." // show up on research desc MaxMessage "You must increase your research leve
I am not in favor our a SUPER capital ship in the sense that it would be like spelling doom over the enemies, game over. When i suggested, My idea was of a ship somewhere between 20-100% more powerful than a standard capital ship, only 1 allowed per faction, and it would be an upgrade for a standard capital ship - which would reset it to level 1, thus needing to regain all 10 skill levels back.
I have already brought up the suggestion of having precisely one flagship - a capital ship a bit more capital than the others - per faction, but it has been let for the realm of modding so far. Since it's so late in the Diplomacy development cycle I think you can pretty much wait for another Sins expansion cycle and frantically wave your arms trying to convince the devs...
Two smaller fleets in succession don't do as much harm as one bigger fleet. waiting for the pirates to attack and jump in aftewards is just what we could always do, and not as effective. The pirates by default will keep attacking who they were attacking when you jump in, but they will be seen as enemies by your ships. If your ships start shooting them, or when they destroy their current target, attacker and ships will start attacking each other, which is undesirable. My point is simple: a cea
Espionage options already exist, but are acattered on other tech trees. Seeing the enemy gravwells for instance. Knowing when a fleet is moving in a near gravwell. Now, what we are currently lacking are options to affect the relationship of 2 third parties between each other. We can only directly afect our own relationship with another empire.
I think it would be nice to be able to place 'open bounty' missions. It could be a research-unlockable ability which shows up on the black market. It would work similar to the current mission creation, but anyone who fulfills the mission is automatically rewarded, i.e. it would not be a mission for a specific faction to accomplish. There should be also an 'open bounty' option, so that I can set the target to an infinite number of ships or structures, and the value placed would be paid
My point is that a 'cease fire' should be in place between the empire which hired the pirates and the pirates for the duration of the raid, to prevent the very phenomenon you said (which occurs currently). The attacking empire could take advanage of the pirates attack and give a stronger blow to the target. Optionally, it could use them as a diversion and attack in a different gravwell as you said.
A bit of a shameless bump, any dev can give a few words about the AI improvement in the combat strategy? I know you guys might be focused in getting the AI behave well diplomacy, but combat needs some serious love as well, especially defense...
I am calling 'cards space' that place at the bottom left where there are 4 rectangular vertical boxes which flash when an event happens. I almost never look at them, and one of the reasons is that they do not convey sufficient information/interaction to me. I think that they could even be shortened to smaller buttons or icons, and work by displyeing a quick overlay on the screen, like many other quick displays in the game which display stuff by hovering the mouse and dis
MasonOfSparta a.k.a. Ewok-on-metamphetamines-with-a-glowstick-pretending-to-be-a-jedi : If you are looking at it, can you look also into making scouts, colonizers and envoy ships, and any too small band of ships for that matter, to not giving a 'say goodbye to planet X' message (or any taunt for that matter)? Pretty please?
I think they should tweak the advents design to make it get a bit closer the the subliminal-sexual-matriarchal-femdom-message. It can be seen to look a bit like a female bust with a winged cape, but not enough.
AI should also be nasty and evil, jumping in together with the pirates to get that extra oomph when fighting the enemy. But I guess this will have to wait for beta 3 at least, when pirate missions are available, so that the pirates and the attacking player who hired them cease fire and attack together, instead of fighting each other.
Long time without war should also gradually accumulate a positive modifier over time.
I have played 0.9 and was able to work with much of the diplomacy content. I managed to work up my relationship with one AI, made several mission and was able even to set up many of the pacts, beyond the plain agreements. Kudos to devs for so much improvement in the game. Since you are tweaking the game, especially the AI, I have to report: AI still sucks at working up the defenses. It have found *no* repair bays on any AI gravwell, even in late game.
Yeah, the post lenght reflects the Epicitudeness of the idea! [e digicons]:grin:[/e]
I think that the fact that I destroyed someone's ships should only negatively affect my relationship if I am not in a gravwell owned by me. If I own the planet, I have the right to defend it. fighting on neutral gravwells should only have a minor negative effect if at all as well.
We already know there will be no campaign mode in Diplomacy. i have not read anything remotely concrete about the possibility of a campaign. But gamers are greedy monsters, with bottomless stomachs and regenerating fingertips, they never tire mashing buttons.
Yarlen: Hou about having interactions between the envoy cruisers? Since both have diplomats, the +1 buff could affect the empires of other envoy cruisers in the same gravity well(maybe to a lesser extent). I also think abilities like armistice would fit in, at least as a race-specific, as an envoy cruiser skill. An ability specific to disable other Envoy Cruiser's abilities (Halt Negotiations) would also fit. I think the Envoy cruisers should be able to engage in
Mazuo has hit the nail. destroying trade ships should deduct part of the resources of the player and put part of them at the black market. But independent of all this, the pirates should have at least a trickle-income of each resource, at least to feed the market. Pirates should also gather resources by scavenging i.e. pirate ships should have an ability similar to the orkulus, which eats debris, but they get resources instead of health.
Black Market resources availability should also depend on number of gravity wells dominated by pirates. So, I think pirates should colonize too. They, as well, should have income, and some of their metal and crystal will surely end up in the hands of the highest bidder.
8. a. Yeah I think it should be a BIG pile and players should have limited coffers. it means that for each planet, the player can have up to X gold, Y metal and Z crystal. If more is harvested, it is wasted - lost in the void of forgotten bits. As said, each planet increases this cap. There could be some way to increase this cap. A few different possibilities, not necessarily all of them need exist: A logistic structure solely for the purp
fleets need a 'resonant gravity wave' tech so that it can have a speed bonus, because it always travels at the speed of the slowest.