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Author Topic: 4X/Grand Strategy Game Alliance of the Sacred Suns - Soon On Steam!  (Read 102378 times)

ollobrains

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Re: 7.31.14: .320 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #345 on: September 10, 2014, 02:02:05 pm »

might poke it now its making progress
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Texashawk

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Re: 7.31.14: .320 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #346 on: September 10, 2014, 03:15:49 pm »

Yes it is (slowly). But I'm very excited about the steps forward both with .4 (just released!) and with the wiki (here: http://imperia5x.wikidot.com/start) that i'm hoping as I complete more and more of it will allow more people to learn and enjoy Imperia!

If you've been waiting on the side of the pool, .4 is a great place to dive in!!  8)

-Steve
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

Majestic7

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Re: 9.10.14: .400 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #347 on: September 11, 2014, 12:42:32 am »

Have you played Crusader Kings II? I think Imperia would benefit from a Faction system similar to CKII. So that governors would group into unofficial political parties with a common agenda. For example - independence, X for new emperor, mercantile faction, militarist faction, loyalist faction, expansionist faction and so forth. Then they'd lobby for certain policies, others being actively hostile towards you from the go while the relationship with the others would depend on how your policies fit their interests. Faction membership could be secret and you'd need to use informants to map their members and strength.
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Zireael

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Re: 9.10.14: .400 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #348 on: September 11, 2014, 03:03:01 am »

Love the UI improvements in 400 but still sad about no difficulty/start customization. Got a black hole empire with cash deficits everywhere...
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Retropunch

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Re: 9.10.14: .400 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #349 on: September 11, 2014, 08:52:29 am »

Love the UI improvements in 400 but still sad about no difficulty/start customization. Got a black hole empire with cash deficits everywhere...

I thought that was the point though? Like to build your empire from ruins?

Getting a good 'standard' balance is probably the most important thing going forward rather than worrying about how the game plays out with all the different starting conditions.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Baijiu

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Re: 9.10.14: .400 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #350 on: September 11, 2014, 12:05:36 pm »

So how on earth do you end revolts? They never seem to go away! I've had a planet revolt from high unrest, had the unrest go down to between 0-5 and the populace was STILL revolting. I had to give up on the game I'm playing because eventually half the planets had revolts. I wish there was some way to deal revolts directly, maybe a "Planetary Purge" edict, or an option to ask planetary Viceroys to deal with the revolts directly?
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Puzzlemaker

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Re: 9.10.14: .400 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #351 on: September 11, 2014, 02:02:10 pm »

So how on earth do you end revolts? They never seem to go away! I've had a planet revolt from high unrest, had the unrest go down to between 0-5 and the populace was STILL revolting. I had to give up on the game I'm playing because eventually half the planets had revolts. I wish there was some way to deal revolts directly, maybe a "Planetary Purge" edict, or an option to ask planetary Viceroys to deal with the revolts directly?

Exterminatus?

Wait, wrong game
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The mark of the immature man is that he wants to die nobly for a cause, while the mark of the mature man is that he wants to live humbly for one.

Texashawk

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Re: 9.10.14: .400 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #352 on: September 11, 2014, 02:17:48 pm »

So how on earth do you end revolts? They never seem to go away! I've had a planet revolt from high unrest, had the unrest go down to between 0-5 and the populace was STILL revolting. I had to give up on the game I'm playing because eventually half the planets had revolts. I wish there was some way to deal revolts directly, maybe a "Planetary Purge" edict, or an option to ask planetary Viceroys to deal with the revolts directly?

Riots/revolts are something I continue to work on the balance. In the next update you will have the option to use garrisons drafted from the population to quell unrest, though this will be Tyrannical. You will also have the option to have your viceroy talk to the mob leaders, giving in to their demands. This will reduce your power somewhat and cost the planet money, but will be more effective long-term and will be seen as more Nationalist. For now, you always have the prison planet option...  :P

Seriously, however, if you've gotten unrest down back under 10 or so and you still have riots after 3-4 months, that's not WAD and is a bug. Riots should slowly fade out as unrest drops (and as the agitators leave the planet)

-Steve
« Last Edit: September 11, 2014, 02:19:25 pm by Texashawk »
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

Texashawk

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Re: 9.10.14: .400 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #353 on: September 11, 2014, 02:20:03 pm »

Have you played Crusader Kings II? I think Imperia would benefit from a Faction system similar to CKII. So that governors would group into unofficial political parties with a common agenda. For example - independence, X for new emperor, mercantile faction, militarist faction, loyalist faction, expansionist faction and so forth. Then they'd lobby for certain policies, others being actively hostile towards you from the go while the relationship with the others would depend on how your policies fit their interests. Faction membership could be secret and you'd need to use informants to map their members and strength.

I have, I like it, and I think you'll be very happy with what's coming down the road in regards to internal alliances...

-Steve
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

Texashawk

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Re: 9.30.14: .401 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #354 on: September 30, 2014, 11:13:27 am »

Welcome to the latest, newest, most exciting, and hopefully most stable version of Imperia yet!!

While this may appear to be a 'small' update, there is a lot of balancing under the hood. If you've been frustrated with unrest, please get this build - it gives you more tools to work with as well as makes unrest less punishing.

Here's the full changelog:

Imperia V.401a Change Log/Readme
9.29.14


Notes
* Please uninstall any previous version of Imperia before installing a new version. I have not yet added patch ability. The good news is that the install is relatively quick.
* I am updating the WikiDot Imperia wiki periodically and this will be the best document for questions and how to play Imperia. Please refer back to it frequently.

Fixes
* Fixed some issues with lower resolutions

Changes/Additions
* Added numerous new graphics, including planets, starbases, stars, and other spacey things
* Changed some layout/UI items
* Added several new requests for viceroys – ‘Lower Sector Taxes’ will lower taxes on the economic sector (if they agree) – this will allow more money to be spent on redevelopment of the sector and potentially raise the chance that the sector will grow, creating more jobs and items in the long run, with the short-term loss of some revenue. Also added ‘Raise Manufacturing Wages’ and ‘Raise Agriculture Wages’ to assist with unrest.
* Added code to allow beginnings of Military system, including garrisons, ground units, and ships. Note that this will not affect anything you see – yet – but may very slightly increase processing time.
* Changed 'sector desirability' number to have more meaning (this is the number next to the sector wage). Basically, if it's above 1.0, pops will be happy with the pay, anything below 1, they will garner unrest even though they may still choose to work there. This directly relates to the ADL of the planet - so a $1.50 wage in agriculture on a 5 ADL planet will not cut it on a 25 ADL planet, due to the increased development of the planet's economy and infrastructure. This should help understand why unrest increases and allow you to target specific sectors for your viceroy to work on.
* Added numerous character names with different nationalities for flavor.
* Added more character portraits for flavor.
* Optimized many graphics and removed excess/obsolete code, making the total download under 100Mb!

Balance
* Increased maximum Total Development Levels across the board – this made starting smaller planets more room
* Increased population per level of economic sector to 1.2 million
* Tweaked popular support and unrest factors to be less punishing
* Made taxes less of a drag on unrest
* Decreased some Edict costs further, including terraforming and exploration to encourage more empire development
* Decreased # of population required in the gov sector to create a Admin point to 240000 from 300000. This should make it easier to build Admin in less developed planets.

Unresolved Issues
* When loading a game, sometimes the alerts are in the wrong category. This only happens for the current turn and is more annoying than anything. Investigating.
* If you use the mousewheel to scroll up and down intel lists, it also effects the zoom level of the quadrant map. I can fix this, but it will require a rewrite of the zoom function and is not a huge priority at this time.


Enjoy, and as always, I'd love the feedback!!

-Steve

Read more: http://imperia.boards.net/thread/42/version-401a-available-get#ixzz3EoaBwrwQ
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

Zireael

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Re: 9.30.14: .401 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #355 on: October 01, 2014, 01:57:02 am »

Lower Sector Taxes? Grabbing it right now!
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Majestic7

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Re: 9.30.14: .401 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #356 on: October 01, 2014, 02:42:07 am »

Checking this out later, but thanks for keeping on working on it. I look forward to how the game will play with more content like research and military stuff in it.
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Retropunch

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Re: 9.30.14: .401 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #357 on: October 01, 2014, 04:20:32 pm »

Second that, can't wait to have a go with this, and thanks for your continued work.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Texashawk

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Re: 9.30.14: .401 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #358 on: October 01, 2014, 11:20:53 pm »

Second that, can't wait to have a go with this, and thanks for your continued work.

Y'all are most welcome!! I enjoy it when other people have fun playing something that I create!

I'm starting to post a roadmap on the blog and forum. Here's some detailed information about how the military and ships will work. It's kind of long, so I'm going to post the link:

http://imperia.boards.net/thread/50/upcoming-concepts-military-ships

Check it out if you want some background info on upcoming systems!

-Steve
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

ollobrains

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Re: 9.30.14: .401 UPDATE IS LIVE! Imperia: New '5X' 4X Game I am designing
« Reply #359 on: October 14, 2014, 05:31:21 pm »

this is good news
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