It's a shame...

Armada 2526 continues the great tradition of space opera games. You guide your race from its first interstellar journeys, until it becomes a mighty galactic empire. Along the way, you'll explore the galaxy, conduct research, diplomacy and trade, found new colonies, maneuver mighty star fleets, and fight epic battles.

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killroyishere
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RE: It's a shame...

Post by killroyishere »

So you colonize a star and not a planet? That seems kind of weird? Stars have orbiting items? Not planets? That just seems even weirder.
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noxious
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RE: It's a shame...

Post by noxious »

ORIGINAL: killroyishere

So you colonize a star and not a planet? That seems kind of weird? Stars have orbiting items? Not planets? That just seems even weirder.

Right...
Stars can have multiple planets orbiting them, only one of which can be colonized. The others determine the richness of the system for colonization purposes. Then, you can have a comet and/or an asteroid belt for mining and at least one other usage in the vein of Footfall, Lucifer's Hammer, & co.
Anything in a stellar system will be orbiting around the star by definition, nothing weird about that.
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killroyishere
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RE: It's a shame...

Post by killroyishere »

Ok so I see everything else is just abstracted and it's 1:1 as far as star systems go. 1 star 1 colonizeable planet. everything else flows into the one planet colonized. Are the star quite different from each other in colonizing values? Like in GC2 you might find a lvl 25 planet in a star system and then a 4 level planet in another. Is there a large diversified star system?
ShotmanMaslo
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RE: It's a shame...

Post by ShotmanMaslo »

So you cant have two or more habitable planets in one system? No Mother Earth + Mars Colony in this game? ugh...[:(]
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PDiFolco
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RE: It's a shame...

Post by PDiFolco »

Whole systems only are depicted to be colonized, like in MoO1, there's no "individual planets" as in MoO2, GC or SE. The systems are more or less desirable, rated for environment (some systems require special colonization techs, and the environment impacts pop growth), richness (industrial output and mining profit), and specials like asteroids that can be used.
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Wade1000
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RE: It's a shame...

Post by Wade1000 »

ORIGINAL: LarryP
ORIGINAL: gijas

Talking bout Armada 2526... and anyone who is currently playing it.
OK. Custom game setup in Armada has these choices:

Number of players: Choose up to 12. Each race has different traits, perks, and flaws that are listed.
Number of turns: You can turn this up to 1,000,000! One million that is. [8D]
Level: Easy, normal, hard, expert.
Hotseat
Map: Random, tutorial, 12 tribes scenario.
Star density: Very sparse, sparse, normal, dense, very dense.
Size: 8 choices that range from 40x40 to 500x500.
Map type: Uniform, dense center, very dense center.

Those are all of the choices for a custom game.

In a custom("sandbox") the number of AI players is limited by your computer system. You can have 2 or 10 or 20 or 50 or 100 or 500 or more maybe. 12 is not the limit. 12 is the number of races available. More than 12 AI players uses the 12 race names with a Roman numeral after the name.
Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.
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Flaviusx
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RE: It's a shame...

Post by Flaviusx »

On huge maps I roll with 24 players with no performance issues at all. Even 200 turns into the game, processing time is under 10 seconds.
 
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martok
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RE: It's a shame...

Post by martok »

ORIGINAL: ShotmanMaslo

So you cant have two or more habitable planets in one system? No Mother Earth + Mars Colony in this game? ugh...[:(]
That's correct -- and thank the gods for it. I couldn't stand it I had to potentially worry about managing multiple colonies in a star system. The maps are already big enough (and I therefore already have enough colonies) as is....

"Evil is easy, and has infinite forms." -- Pascal

Aurelian
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RE: It's a shame...

Post by Aurelian »

ORIGINAL: Flaviusx

On huge maps I roll with 24 players with no performance issues at all. Even 200 turns into the game, processing time is under 10 seconds.


Don't want to get too carried away though: http://ntronium.com/simplemachinesforum ... opic=287.0 4th post.
Building a new PC.
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Flaviusx
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RE: It's a shame...

Post by Flaviusx »

Heh. These guys are really pushing it to the limit. 104 players and a 1000 x 1000 map isn't something I'd actually try to play for real.
 
That said, I bet a mainframe could handle it. The game engine is rather solid and scales up nicely, so it's merely a question of your hardware limitations.
 
Y'know. Somebody could turn this game into an MMO.
 
 
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Vyshka
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RE: It's a shame...

Post by Vyshka »

ORIGINAL: killroyishere


Edit: Oh btw Sperry didn't invent RTS. You better go futher back to the 1980's and find a little game called Combat Leader and Battalliion Commander. These were the first pc elements of rts long before Sperry hit the scene.

Dan Bunten's Modem Wars was another early one. One of the earliest I remember to save game replays as well.

Another poster mentioned Norm Koger. He is still around making games at Storm Eagle Studios.
"When they get in trouble they send for the sonsabitches" - Adm. King
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