Cheers folks!
1. Remember to update the ship triangles revisions from the latest thread.
I think I did? The ship definitions themselves don't have that yet, but I just haven't moved over that stuff yet. But outside of the ship definitions themselves, did I miss anything?
2. Will you need to finalise decisions w.r.t. asteroid belts as gameplay areas? For example, decide that a particular large rock/dwarf-planet in an asteroid field counts as a valid planet to warp to.
I've just now clarified that under the things we won't do for 1.0, but that are in the limbo section of the document for possible post-1.0, expansion, dlc, stretch goal, etc, lists:
Asteroid Belts and/or Dwarf Planets as Playable AreasThese are something that could be very interesting to explore sometime in the future, but much more design work would need to be done with them, and our baseline budget doesn’t allow for that. The general design of this game (compared to Classic) is a lot more conducive to doing this sort of thing, though, which is good.
3. Dynamic wormhole connections, classically exerted via nomad planets. Will there be the tech to support this in principle, so that, even if you guys don't add it into 1.0, a community modder can produce a "wormhole stabiliser" for the AI to use and project.
Also now clarified that one on the list:
Dynamic Wormhole Connections (Nomad Planets)These were popular and interesting, and at one point we were considering doing something along these lines in this game via having planets actually orbiting on the galaxy map. That said, it quickly became clear how research-intensive and prototype-intensive this process would be.
It’s not something that would fit for 1.0 here, but something in this general area (shifting galaxy map topography) interests us greatly. This isn’t something that modders could add in, but the underlying game design makes it so that we’ll be able to add it in without having to completely redo some part of the code or whatever (well… depending on how extreme this model eventually became).
How does the AI invade again was not in the document last time I checked.
Yep, I need to get that on there today. There are some things addressing the AI, but in the main there are not a lot of things that are that different from Classic in terms of the basic AI functions. If you have any specific questions you want an answer to (just give me some indication slightly more specific at least), I'd be happy to address them.
Thanks!