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Acharis

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  1. Let's say it's a 4X in space where the player controls quite a lot of star systems (like 30-100) even at the erarly stages of the game. I'm thinking of some sort of "military regions" mechanic. Like, the player can build up to 8-12 military bases total on certain planets. Then military actions are done by those bases depending on the proximity to those. So, the player does not concern with defending individual planets, but rather strengthen "northen secrtor military base" if the planets in proximity to rthis base is in danger. Such miliary base would station troops, fleets, special forces, officers, equipment, fuel, that is used by nearby planets. The base would also perform offensive operation vs target systems in their proximity. The main advantage of such system is that the player has to deal with up to 12 "military entities" so it's all manageable even in case of huge empires. The disadvantage is of course lose of a direct control (the player would not be able to control those forces directly), but that's the price I'm willing to pay How exactly such system of military bases could work? Things to consider: How to "move bases"? The player would need to move those as territory expansds, but it can't be too easy (otherwise the player could move all bases to the most dangerous front and then move those back; so there must be a mechanic that allows moving those but prevents them from being "mobile reaction forces"). What happens when a planet changes miliatry region (military base that protects it) due to moving bases, does it mean that temporarily that system is not protected (when forces from the old base retreat and from the new one have not arrived yet?)
  2. I would go for a more traditional approach here. Soft cap - houses (but rarely a bottleneck) Bottleneck - happiness, which affects rate of acquisition Decreased growth rate - large population require more happiness than small one, so big population growth slow down
  3. Thoughts: A controversial question, can ground troops invade an enemy planet without orbit control by their combat fleet? It's not as weird as is sounds, imagine a single ship (super battle cruiser) protecting a planet, does it mean that a group of 100 quick small transporters (assault gunships) can't get through? Such super battleship could maybe shot down like 5 of those (or less), so it would mean that 95 got through... Similarly about blockading a planet. Isn't it weird that a single ship (no matter how powerfull) can effectively prevent all transports coming to the planet? Sure, trade would be disrupted, especially when it comes to large tranpost ships, but medium sized frigates (not to mention smuglers) could get through without loses in such scenario. How about this unusual mechanic: combat fleets orbiting a planet provide coverage (10%, 50%, 90%, etc) depending on number of ships (not technology or power, only quantity, maybe also affected by speed since faster ships can intercept transporters more efficiently). You can invade a planet without any orbital supremacy, but each ground troops transport would suffer casualties equal to enemy orbital coverage.
  4. In SF 4X game you have fleets and army. And I found relation between those quite odd. Typically only one (basicaly always the fleet) is dominant while the other is not so important. For example in MOO2 you can use fleet to bombard the planet and effectively kill all enemy troops, so if you can accept the devastation of the infrastructure you can ignore army and focus on strong fleet alone. Basically, once you won the space combat the planet will be conquered eventually, enemy ground troops can only prolong it. Or the other way round (extremelly rare, actually I know only one example). In Chapter Master it's all about ground troops, if your legions can win ground combat you get the planet. Space ships are mostly for transport and occasional skirmishes. How to make it so both fleet and army is important?
  5. How about this: When nobles are upset one might want to revolt, such noble nouse is called "Usurper". Other nobles can support the emperor, usurper, or stay neutral. All planets are set into "confused" state (kind of neutral/undecided/not knowing what's going on), the imperial planet will be set as "supporting emperor" while nobles homeworlds will be set as supporting the party their noble house supports. Then, each turn any confused planet neighbouring decided planet must decide too (armies on the planet start fighting and the planet supports the local winner; the side get +20% to combat power per neighbouring planet on same side). Then, after at least 60% of planets decided the side which accumulated 70% of support (planets not being equal, some are far more important) wins. If at any time imperial capital is taken over the usurper wins. If all planets decided the side with more planets win (even if won marginally by one backwater planet support). (note: it would be fun if the player got additional options to impact the usurp attempt, ideas?)
  6. 1. Have constant working hours (a specific time of day) 2. Have a deadline (actually several deadlines for different stages of the project) 3. Release as soon as possible (releasing your first game does miracles to motivation :D)
  7. Maybe something like this: Power of nobles comes from territory (estates). All nobles have estates on the imperial capital since they are the powerfull people since the birth of the empire. Nobles own ground forces (fleets are under imperial control?) and since they have estates on the imperial capital planet they have armies there as well. If a noble house is too unhappy they might start a revolt. In such case their armies on the imperial capital will attack the imperial palace. Imperial guards will stand to defend the emperor. Other nobles will have a choice: join the revolting noble house, join the emperor, do nothing. Also local population can form a militia to defend beloved emperor. Then armies are talled up and the outcome is decided. If the emperor loses he is disposed of, game over. Each planet can have several estates, so technically nobles do not own planets. Nobles are supposed to defend the planet they are on (have estates) in case of alien invasion (using their ground forces), they also collect taxes from their estates. Part of that tax goes to the imperial treasury. Estates are granted by the emperor as new planets are colonized/conquered. The incentive to give out estates is that nobles are significantly more skilled at managing estates than imperial appointed officials and that the hatred of nobles increases rapidly if the imperial controlled estates exceed 20% of total available estates in the empire. Also, imperial controled estates generate "bureaucracy points" which can incur a penalty to efficiency of the empire as a whole.
  8. So, there is a space empire. It is lead by the emperor (the player) and there are several noble houses (AI controlled). There are also hostile aliens surrounding the empire. There is a sort of balance of power between the emperor and the noble houses (on one hand they dislike themselves on the other they need each other). How this system evolved (politically)? Why the society formed this way? What's so special about the noble cast that they got the power in a sci-fi setting (but I prefer to not focus on technology here)? Is there a parliament of some sort? How the economy works? Are the people serfs or free man? Are there corporations or the whole economy is nobles controlled? Or guilds maybe? Also, feel free to post about anything related it's a very loose thread The desired mood is a bit feudal/medieval like (but a bit, very loosely). For example, bonus points if nobles got power because of genetics ("noble born" :D).
  9. This topic is to gather various somewhat related ideas, so feel free to go offtopic I don't have a specific question, I just wanted to discuss something along the lines described below. The player is the emperor (4X game), there are noble houses (3-8 of those, all AI controlled) and traditional aliens (AI controlled). I'm looking for a mechanic where the player wants to support noble houses (friendly AI) because he needs them (what for?) but not too much because if the noble houses become too powerfull they might want to overthrow the emperor (or do other nasty stuff). Also the player needs to keep in check alien powers (hostile AI), possibly using noble houses for this purpose (but not necessarily). So, basically it's a single player game where you deal with various AIs (which range between friendly and hostile). Especially I'm interested in: - what's the source of political power of noble houses? - do noble houses have an army? or only the empire has it? - who controls the army/fleet? the player (emperor) or the AI (noble houses)? Or maybe a mix (like the player gives generic orders and the AI executes it, unless it does not feels like it and want to oppose the emeperor :D) - what's the economic base of the houses (possibly charters to planets granted by the emperor?) - I feel noble houses should somehow be a political elite of the empire (admirals? advisors?) - why the player needs the noble houses? - why the player does not want the noble houses to be too powerful? - why the player wants the noble houses to be content?
  10. I would go for: Money (funds) - this represents labour, it's used for most things. Generated by cities. Resources (ore/minerals) - this represents rare substances required for some advanced units (infantry and simplier units require money only). Fuel - fuel for mechanized units, limits the number of heavy units As for science and the like I would go for a secondary resource. Like, you can set how much money goes into science.
  11. Which is not available as well Same for _putenv_s() of course There is SetEnvironmentVariable() but... it does not seem to have any effect. It's as if everything related to setting system variables was not available or not working on my computer.
  12. Home made engine. I'm happy with my choice but note that this is a very tricky choice and, as a rule of thumb, I would not recommend using your own engine. Why it works for me? Well, first I'm an old geezer and I have been making this engine since Amiga, so making a new iteration of it was cheaper and more convienent to me than learning a new one. Second, I have my old habits and I'm unwilling to change them And third, the most important, I limit myself to certain types of games which are suitable for my engine (2D, turn based). Oh yes, also I'm doing it full time and I use it for several games, so the time to write the engine is "amortized" between several projects (if I were to use it for one game it would make no sense at all, using premade one would be better). Advantages: extremely easy & convenient to use (since it has a very limited usability, exactly what I need, no generic stuff), control over new version (no Unity like horror stories), very fast (for it's purpose), runs on ancient hardware without lags, it's 2D (and there are no decent 2D engines anyway). Disadvantages: quite a lot, like I need to patch it and upgrade myself
  13. Exactly The most annoying part is you can't override the system settings (and tell gettext to use a desired language) and you are on the mercy of system settings. And there is another problem, for some reason there is no putenv() function available "error: 'setenv' was not declared in this scope" (MinGW, Windows)... Which is quite weird... And, as I have heard, you can't make gettext work without setenv()...
  14. I have been using gettext() in PHP and it works great. Tried to do so in C++ and... there are numerous problems. Tried to google it but could not find any solution only a list of similar problems other people had (primarily ). Have you used gettext() in your C/C++ project? Had you make it work? I'm using Windows+MINGW+Code::Blocks. At this point I'm considering writing my own .mo file parser, maybe that would be simplier
  15. Well, when I'm sitting with a tea in one hand playing a turn based strategy I would really hate if there were parts of the game where I would be forced to jump, shoot and do other arcadish activities like that There used to be games like that in 80s and early 90s but fortunatelly those extincted by now. And it makes me quite happy I would say BTW, Sword of the Samurai is one of the few of that type that sounded quite reasonable http://www.homeoftheunderdogs.net/game.php?id=1112 (at the beginning you are samurai - arcade and then a daimyo - strategy).