Though I managed to emplace myself properly on a x6 starting planet (without even parasites on it!) in an AI 7 this time, so I'm getting somewhere with the annoying starts.
Nice!
Yeah, I think I prefer the smaller maps because there's more, umm, "carrots" nearby, usually guarded by big sticks. (Which reminds me there really needs to be a "carrot fighter" bonus craft. )
Haha, yeah, that's certainly one of the classics from Tryian.
I'll have to do something with that at some point, for sure!
In the harder AIs, I'm finding lots of those insta-kill turrets and such on nearby planets, so it cuts off a lot of my exploration options, plus in the early game the turrets really are just even more of an excuse to turtle for game-hours and every now and again through a few hundred units at them until you take them out.
Those vary by map, but they are much more frequent on higher difficulties. The longer you leave a planet with an ion cannon on it, however, the bigger it will get. I've left ones for 6+ hours next to my home planet, only to come back and find 2,000 Mark IV ships and 30 Zinth/Spire starships there. So that's one incentive not to turtle!
I was avoiding the "kill the enemy control center then build your own" because with the various bugs related to that it felt a wee bit too much like cheating.
Referring to the instant-capture exploit? Well, now that that's fixed on 1.008A, shouldn't be a worry. But with the AI having a serious chance to come kick your behind off the map when you try that exploit on a planet that was too strong, I was always discouraged from doing that for that reason.
Maybe just an option to increase the side of the tooltip font?
Awesome idea, added to my list.
And I keep forgetting the various display options are there on the galaxy map, I really should pay more attention to them at times...
Yeah, those were a post-release addition based on player suggestions, and man I can't live without them now. Especially R, K, W, I, and Q.
No problem, just my paranoia showing. I've been doing reverse engineering stuff since I was a kid, and I currently work at a university so I'm way too used to encountering java/c#/random-bytecode-language programmers with a few years experience under their belt who have this strange belief that compiling their code into object files actually protects them from people's prying eyes.
Of course the irony is that I spend way too much time on online programming forums telling people "there's no point encrypting your program's data files to protect them from people stealing your stuff because they'll just rip the data off the video card, the memory bus, or grab the decryption key out of memory and manually decrypt/unpack the file anyway". On the plus side, the Limbo of the Lost fiasco is a nice demonstration of this nowdays.
Does make you wonder where the stereotype of the programmer being paranoid and detail orientated, but the artist being relaxed and unconcerned game from when they are completely the opposite most times in protecting their work in this respect. But that's probably getting way to philosophical for a game forum post.
Yeah, I've had a lot of the same observations. As for DRM and anything else, there's nothing I can think of that would stop
me from cracking the game if I wanted to, so I figure there's nothing for it except the honor system. No point making bug reports harder to read, or using DRM that makes it harder on players, since it wouldn't stop anyone who was really motivated, anyway. A license key keeps away the casual pirates, and works wonderfully for letting the demo be unlocked into the main game (lots of benefits to that style, versus having a separate demo), but otherwise it's always pretty much the honor system with any client-side software. But now we've
really drifted off topic!
I'm still working on those movement issues, by the way. I fixed the bug you mentioned, but now of course some of the stuff that was working with the attack-moving doing better, etc, is now broken again. C'Est la Vie.