Instead of alraming player each time a ship encounter a space creature, instead of making alarm,
leave a mark on the map which tells the player the type and number of space creature observed there.
My god, this is the best idea i've seen yet.
Instead of alraming player each time a ship encounter a space creature, instead of making alarm,
leave a mark on the map which tells the player the type and number of space creature observed there.
ORIGINAL: Gelatinous Cube
Instead of alraming player each time a ship encounter a space creature, instead of making alarm,
leave a mark on the map which tells the player the type and number of space creature observed there.
My god, this is the best idea i've seen yet.
ORIGINAL: Master_of_Orion
2. Barren planets colonizable (it's more difficult to colonize a volcanic planet)
ORIGINAL: Nedrear
ORIGINAL: Master_of_Orion
2. Barren planets colonizable (it's more difficult to colonize a volcanic planet)
I can tell you one volcanic planet - mercury - in our system which got a chance to live there without getting steamrolled by cosmic rays. He got a magnetosphere above 1km over the surface, our earths is even bigger. The rest is totally crushed by the sun. Most barren rocks are missing water or atmosphere because they get steamrolled by solar winds. Compared to Mars (Nearly barren rock) or to our moon (Rock) you could actually survive there with artificial atmosphere and a good air conditioner on mercury. On Mars and Moon you will die of cancer or cosmic radiation pretty soon. Therefore you have to build magnetic shields with a strong current or thick lead walls.
Most rock planets are rocks and without water and atmosphere because they lack magnetospheres. Hot, inner rotating volcanic planets got a higher chance to have a decent magnetosphere. Therefore your science argument is pretty much nonsense.
Both are hell to live at...
ORIGINAL: qqqqqq666
The constructors' queues should become one large unified queue, and the available constructors would take care of the next top-most construction when they finish their current work. I hate ending up with a constructor having 7 queued works and with another having 2.
ORIGINAL: feelotraveller
I would like a way to tell systems that I have visited from those that I have explored (for resources) completely. Would it be possible to have a different colour? Currently I find that I have to write down the name of all systems which I visit but pass on before exploring entirely in the search for colonisable worlds. I end up with lists of dozens, perhaps hundreds (depending on the map/conditions) of systems and I'm sure I forget to write the odd one down. Perhaps a pale yellow or pale orange colouring on the system name?
You mean: it's not like that already?? *gasp* I thought it was! Seconded!ORIGINAL: qqqqqq666
The constructors' queues should become one large unified queue, and the available constructors would take care of the next top-most construction when they finish their current work. I hate ending up with a constructor having 7 queued works and with another having 2.
ORIGINAL: qqqqqq666
The constructors' queues should become one large unified queue, and the available constructors would take care of the next top-most construction when they finish their current work. I hate ending up with a constructor having 7 queued works and with another having 2.
ORIGINAL: qqqqqq666
The constructors' queues should become one large unified queue, and the available constructors would take care of the next top-most construction when they finish their current work. I hate ending up with a constructor having 7 queued works and with another having 2.