ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
messej wrote: I'm pretty sure I saw the longer names things mentioned before, but I second the idea of tinting the attacks - though I'd recommend by Faction Color, rather than race.
Yes Messej is correct this has been suggested and is listed summary thread under Interfaces > Longer Ship/Fleet/Planet names and Mod/Techs > Customiseable Ship Skins/Colours
I understand the need to keep planets to one "exploitable" moon, but I'd like to suggest a technology that gave players the ability to create an artificaial exploitable moon on any planet (capable of having a moon normally, so porbably not asteroids) that doesn't alreeady ahve one. The artificial moon would come "pre-explored", so no expiditions to find a centuries old Endless temple suddenly appearing the moon you just created. But it would be exploitable by other tecs (such as the +1 max pop for a moon tec, or the extra 3 food on moons tec) - just a thought....
For those interested in the problems the current movement system is causing I've posted some suggestions at /#/endless-space/forum/28-game-design/thread/11406-discussion-simultaneous-movement-design-flaw and would love some feedback (The suggestion thread has already been started Jetkar, so you can skip this post, it's just here to point people to my contributions in the other thread)
Being able to create a given type of construction in space, specifically for stellar anomalies such as black holes, the quasar, magnetar, nebulae, neutron stars etc...
These construction would depending on level of construction and type of exploited stellar anomaly grant direct FIDS, empire wide advantages or other bonuses as well as unique ressources.
Just have two ideas that I don't think have been suggested and I have not yet seen, but if they have I apologize ahead of time.
1. Aside from the various victory conditions which do require many resources and time, I think that there should be a number of "mega projects" witch require massive investments with great payouts. For example; a ship capable of disrupting the fusion of a star there by destroying the whole system, or the same concept applied to individual planets. Another example might be something like the current exploits available for individual planets, but instead it would be to convert the entire planet into a city which would exponentially increase the max population but decrease the food production which would need to be made up by other planets in the system.
2. Another Idea I have is to have to option of sending supplies between systems. As of now this is done with science and dust which is pooled from all the systems into the treasury or current research project. What I would like to see is the option to set up trade routs within the empire to move food and production between systems, so that excess food can go to newly developed colonies, and production can be concentrated in certain systems that you want for ship production or whatever else you are building. To do this you would first need to construct a system improvement that can be upgraded to increase the amount transferred.
I understand the need to keep planets to one "exploitable" moon, but I'd like to suggest a technology that gave players the ability to create an artificaial exploitable moon on any planet (capable of having a moon normally, so porbably not asteroids) that doesn't alreeady ahve one. The artificial moon would come "pre-explored", so no expiditions to find a centuries old Endless temple suddenly appearing the moon you just created. But it would be exploitable by other tecs (such as the +1 max pop for a moon tec, or the extra 3 food on moons tec) - just a thought....
The mass you would need to do this would be about the size of a moon you already had, it seems silly.
Being able to create a given type of construction in space, specifically for stellar anomalies such as black holes, the quasar, magnetar, nebulae, neutron stars etc...
These construction would depending on level of construction and type of exploited stellar anomaly grant direct FIDS, empire wide advantages or other bonuses as well as unique ressources.
Man_O_War wrote: Just have two ideas that I don't think have been suggested and I have not yet seen, but if they have I apologize ahead of time.
1. Aside from the various victory conditions which do require many resources and time, I think that there should be a number of "mega projects" witch require massive investments with great payouts. For example; a ship capable of disrupting the fusion of a star there by destroying the whole system, or the same concept applied to individual planets. Another example might be something like the current exploits available for individual planets, but instead it would be to convert the entire planet into a city which would exponentially increase the max population but decrease the food production which would need to be made up by other planets in the system.
This will be added on the summary list on Monday 14 May 2012
2. Another Idea I have is to have to option of sending supplies between systems. As of now this is done with science and dust which is pooled from all the systems into the treasury or current research project. What I would like to see is the option to set up trade routs within the empire to move food and production between systems, so that excess food can go to newly developed colonies, and production can be concentrated in certain systems that you want for ship production or whatever else you are building. To do this you would first need to construct a system improvement that can be upgraded to increase the amount transferred.
This has been already suggested and is on the summary list under Mods/Techs > Trade/Transport ships and is now being tracked by the Dev Team
I understand the need to keep planets to one "exploitable" moon, but I'd like to suggest a technology that gave players the ability to create an artificaial exploitable moon on any planet (capable of having a moon normally, so porbably not asteroids) that doesn't alreeady ahve one. The artificial moon would come "pre-explored", so no expiditions to find a centuries old Endless temple suddenly appearing the moon you just created. But it would be exploitable by other tecs (such as the +1 max pop for a moon tec, or the extra 3 food on moons tec) - just a thought....
This will be added to summary list on Monday 14 May 2012
"Idle Job Notification" didn't seem to emphasize the additional items I wanted introduced. Its far too simplistic and I want to make sure its not just another icon on the right side of the screen that pretty much gets ignored.
"Idle Job Notification" didn't seem to emphasize the additional items I wanted introduced. Its far too simplistic and I want to make sure its not just another icon on the right side of the screen that pretty much gets ignored.
Thats understandable if considered by the Dev team will look to enhance that idea and include what you originally stated as they are monitor this thread too
Purely technical, but stamping the 32bit executable with the "Large Memory Aware" Flag will allow the 32bit game to use the full 4gb address space on a 64bit system rather than just 2gb. But if the engine supports it, a native 64bit build would be great.
shielded systems would be nice. research a system shield near the end of a tech tree and have it to where invading fleets must "bring down" the shield before they can enter the system. This would help reduce the number of pirate attacks and attacks from enemies. Would also like to see planetary defenses...like anti-ship missile batteries.
Xon wrote: Purely technical, but stamping the 32bit executable with the "Large Memory Aware" Flag will allow the 32bit game to use the full 4gb address space on a 64bit system rather than just 2gb. But if the engine supports it, a native 64bit build would be great.
They could also make it use all the memory available. In my case, that would be 16GB.
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