I still haven't figured out how to integrate it into SD2 without breaking some fundamental mechanics, so it remains on the To Do list for after Sector Zero. I've made huge progress on ground combat - so much that I am likely going to spin off what I came up with into its own game down the way with a different IP. I think the important thing to keep in mind for those who want to see Diplomacy and Ground Combat overhauls is that I too want to see these things, and I do actually have plans for it, but I'm doing stuff one thing at a time here. I'll get a video together this week and you can provide your feedback on how it looks sector-size-wise. I think it really improves the flow of the game, especially in the first few hundred turns when there aren't a ton of decisions to be made.Īlright so, any questions? I'll be on and off throughout the day here as I'm in Ohio for a wedding! We've got a fundamental shift in the StarDrive 2 mechanics coming. I want to get this new system into your hands and make sure you love it before I change gears.Īs always, I expect this to be a bit of an ongoing process. I want you to know that I've been thinking really hard about it and have some ideas, but I don't want to bite off more than I can chew in our first DLC. There are some areas of the game, like ground combat, that will not be addressed in this expansion pack. We'll have some new techs for you to find and for you to research. New quests and events, some new minor races that are fleshed out more. There's lots of new stuff to find in this galaxy. Some of these terrain types provide bonuses or maluses to combat. If you get into a fight in a nebula, well now you'll actually fight in the nebula. We won't be seeing the same old space background now. With the new terrains there are new battlefields. The story-based path to victory will involve mastering this new galaxy's specific threats. ![]() This will give the Good AI archetypes a path towards victory that doesn't require them to either kill you or wait to be killed by you. I've also implemented a technology victory path that any player can potentially achieve. We've also got a new pathfinding algoirthm in place that the AI uses to predict player movements with more intelligence. The Sectors concept gives the AI something to focus upon while it expands, and it also helps the AI understand the disposition of player forces a bit better. ![]() The Diplomacy AI will be less senselessly aggressive. ![]() The AI has had a large refactoring to use this system and I think it's quite a bit smarter now. You can then upgrade the station with a listening post, starbase, or maybe a mining station if it's appropriate for that sector, and more. Using the Sectors system you can now build a station in most sectors to fortify it. The biggest change is to how you build structures in deep space. A lot of mechanics have been re-tooled to take advantage of this new system. Certain terrain types spawn together, like nebulas and stuff, so that we can have some actual interesting topography on the stellar map. I've been working really hard at providing a really fundamental expansion on the StarDrive 2 mechanics, and I think Sector Zero is going to provide a fun new way to approach the game.Īt its core, Sector Zero slices the galaxy up into hex tiles, and each hex tile can now have its own terrain type. ![]() This thread is for your questions regarding the expansion pack.
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