Let the player build entire spire cities of various complexities and styles, which upgrade as you build more cities and more structures.Give the player a way to get some Really Big Weapons that scare the mess out of the AI (not in an AI Progress sense, though).Each structure or warship IS a living spire - like Zenith Golems, the spire are macroscopic life to an almost absurd degree. The Spire are rock/crystalline creatures who feed on energy and can grow and reproduce very quickly with enough energy, so freeing those reactors will allow them to create cities and warships quickly. There are also some hidden spire relics scattered about the galaxy from past battles. The AI has captured a lot of Spire reactors and is experimenting to harness their power in cloaked research laboratories. Suddenly helpless, the Spire’s local defenses were no match for the AI and their Scourge allies. However, while in transit the AI sabotaged the Warp Transceiver on the homeworld, trapping the Spire Fleet in inter-dimensional space. The Spire attempted to use their TransWarp technology to warp their full Imperial Fleet to their homeworld for defense. They launched a surprise attack against the Spire homeworld. Sometime in the last few hundred years, the AI detected the Spire, who had already colonized several nearby galaxies. Some Spire units have landed in our galaxy and they can rebuild their empire and take revenge. The AI has crushed the Spire empire in their home galaxy. (Hey, that sounds like we just described the entire concept of this sequel!) The number of differences will quickly compound until it's quite a new beast while still keeping the same spirit. We think the Powerful Ships and Bases part was well done in AIWC, and we wanted to preserve most of that, though for the city placement and city design we wanted to expand that to a pretty huge degree.įrom this point forward we aren't going to keep back-referencing the first game, so please just try to forget the specifics of that one as you wrap your brain around this one. The core of the gameplay is Epic Battles to capture the relics, and Powerful Ships and Bases you get as a result. The original was very sloooow, for instance. City buildings and units are different, and the entire flow is a completely new thing. But we also really wanted to modernize and expand on what was in the first game, taking inspiration from it without copying it wholesale. It's worth noting that as the game evolved a lot from the original kickstarter, the Spire goal that was originally laid out doesn't fit in the new context. Also a number of minor factions have unique attributes that can only appear during the spire campaign. It is very similar to the AIWC version except there’s much more variety in the Relics Capture quests, a ton more city buildings, and more variety in the AI response. This does not match what was in the Kickstarter. We wanted to overall keep the spirit of the Fallen Spire from AIWC, while doing some additional fun things that are possible/easier with the new AIW2 engine. The Fallen Spireare intended to satisfy the Spire kickstarter goal, and draw further inspiration from the Fallen Spire Minor Faction from AIWC. The Fallen Spire are an optional faction that can be enabled via the Game Lobby, or by activating a beacon in game. 2.3.2 City Structures Require "Casings".2.2.5 Your First City: Galactic Capitol.2.2.4 When You Don't Own The City A Planet Is On.2.2.2 Full List Of City Placement Rules.2.2.1 Choosing A Location For Your Relic Once You Find It.
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