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Torrannor posted:By the way, are we ruling over humans or insects? 6000 people growing by 60 people every 6 hours is... slightly unrealistic. In poo poo like this, I always assume "growth" also includes immigration from other parts of the empire. Also, nice LP! I have this game sitting around in my Steam-library, waiting for my Stellaris-addiction to falter so I can play it. The game reminds me a lot of other games I've played, like Utopia for example. Hell, the very next game I'm LPing is a lot like this too, just with space combat more simplified and going all-in on colony building.
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# ¿ Nov 6, 2020 20:48 |
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# ¿ May 22, 2024 16:19 |
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Strategic Sage posted:So I had a new episode up but someone was kind enough to point out that the screen just went black for part of it. I've been having an intermittent problem with that, probably another one of those lovely 'modern computers hate this game because it's so old deals'. I had fixed a number of occurences but missed a big one lasting several minutes. The weird element is at least part of that sequence was showing up fine in editing. So it'll be at least until tomorrow. I'm hoping I can eventually figure out for certain how to prevent this; otherwhise this project is going to turn in a very large PITA. I feel with you. poo poo like this is why I'm making videos for my MO3-LP on an rear end-old Win7 notebook plus I have to use HyperCam2, an ancient program from the far beyond, or MO3 just fucks up every attempt at recording gameplay.
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# ¿ Nov 13, 2020 16:52 |
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Zurai posted:There's no such thing as good code. The best you get is code that has been bludgeoned into doing a semblance of what it's supposed to do without burning the entire program down around it (or, more often, doing so slowly/subtly enough that the end user isn't aware of it). Or burning down the machine. Our company builds sensors and transmitters, and as a tech writer, I always have to listen to our engineers and programmers about how a lot of our hardware code is mind-numbingly buggy. Stuff like the code taking the electric signal at the input and going through several mathematical transformations our R&D can't actually understand the purpose of, before giving the (mostly) expected output. The the programmer for that software left the company, you see. But apparently the chip doesn't work if that part of the code is removed, and since the alternative would be redoing everything and we don't have the time or people for that, welp. This leads to ongoing problems when the chip suddenly decides to not give the expected result during testing.
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# ¿ Nov 13, 2020 21:22 |
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my dad posted:We're returning from a GLORIOUS VICTORY against the Garthogs. In unrelated news, our everything is on fire and there's a Garthog fleet in pursuit, go deal with them and don't ask stupid questions. Now I'm getting flashbacks to playing Nexus: The Jupiter Incident and having to watch my superior gently caress up massively before we were asked to go in and save his bacon.
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# ¿ Nov 17, 2020 18:47 |
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Hey, that mechanic is in Master of Orion 3, too! I just never talk about it in my LP because in most cases, the background-sim is constantly changing the population of a colony from turn to turn, so pop losses due to ground combat only gets obvious if you start flinging nukes and germs around while fighting high-intensity combat with multiple armies. At the same time, the game is stealthily calculating immigration, emigration, loss due to hunger/blockade, loss due to combat, pop growth and probably some more variables hidden somewhere and you aren't exactly told what makes population grow or shrink. You have to take a lot of wild guesses in that game. Imperium Galactica is quite refreshing in that it at least tells you that you're losing/gaining people. I'm more accustomed to MO3's fait accompli pop display, where you have the end result and have to go back from there to find out what happened.
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# ¿ Nov 21, 2020 17:23 |
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I would have answered that test like a huge space rear end in a top hat the first time around and definitely would have been escorted out the next airlock
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# ¿ Nov 28, 2020 21:58 |
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Strategic Sage posted:Anything's possible, but I would say highly unlikely. I don't even know where I'd get it, it doesn't appear to be available on GOG or Steam. If we're talking about Reunion, is there some info online I could look up? Ancient space 4x are something of an interest to me, and I never heard of this game before. The only Reunion I know is X3: Reunion, and that's obviously not a predecessor to Imperium Galactica
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# ¿ Jan 24, 2021 16:44 |
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maninthesuit posted:On flagships, if I remember right, there will be a cutscene later on that explains exactly what's the difference between a Mammoth class flagship and the Thorin. Thanks, but it turns out typing "Reunion space 4x" into Google makes only 3 out of 4 entries about X3 so I already found it.
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# ¿ Jan 25, 2021 09:58 |
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my dad posted:The ground combat in this game get incredibly dull as you get closer to the endgame, grinding out the same battle over and over and over again on different planets. Yeah, it's definitely not like SEV, where you can cheese battles a lot since you can design whatever deranged idea you have for a tank and if the AI can't counter it, you just win every battle forever. You just have to take logistics into account. My favorite Space Empires V moment was when I lost all my self-designed short-range tanks except one and nearly lost the already won battle because the other half of that army, my self-designed invincible artillery tanks with long-range missiles, ran out of ammunition. My last tank had to awkwardly hover across the map, very slowly chewing up defenses which couldn't even target him. It took two extra turns, while the other tanks could do nothing without resupply and just sat there. (The battle happened behind enemy lines.) Though I have to watch the ground combat in this game here a bit more closely before I can decide if Master of Orion III's ground combat is better or worse.
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# ¿ Feb 17, 2021 20:49 |
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Now that I've taken a closer look, the ground combat in Imperium Galactica reminds me a lot of Command & Conquer. Kind of neat.
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# ¿ Feb 21, 2021 16:32 |
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Gothsheep posted:My guess for the patrol fleet: Master of Orion III has this hidden bit of mechanics where you can find out a destroyed empire's remaining fleets will all "turn to piracy", which is supposed to strengthen the influence of piracy in nearby systems. As the piracy-system is completely hands-off with no actual ships involved, it's hard to confirm if this is actually working as advertised, though.
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# ¿ Mar 15, 2021 12:43 |
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I wasn't paying attention enough to notice the heavy tank, but the German tank which was never built was the Ratte: A thousand-ton monster that was supposed to carry the same type of guns as the battleships Scharnhorst and Gneisenau. Both it and the even more insane 1500 ton "Monster" projects were killed during planning stages by Albrecht Speer in 1943. The Maus was at least half-built, and two prototypes were taken by the Red Army. The completed tank was supposed to have a mass of approx. 188 tons. (What is left of the prototypes can be visited in the tank museum Kubinka near Moscow)
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# ¿ Mar 28, 2021 13:35 |
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# ¿ May 22, 2024 16:19 |
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I just realized this tile-building system with placing construction sites looks very similar to the one in Operation Eastside. Which in turn reminds me of games like Utopia/SimCity. Now I wonder who exactly was the inspiration which started this, or if it is a case of parallel evolution?
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# ¿ Apr 11, 2021 12:09 |