EDIT: Oh, and I would like to see procedural trees where they would randomly have between maybe 2-5 branches or maybe every time a tree branches out it has a different number of branches. Like it starts off with 3 branches, but those branches branch out to 2 branches and those branches branch out to 4 branches. I think it would be a very interesting visual effect.
- Multiplayer! Yes! This would be amazing!
- Higher contrast between race colors; I've found myself playing against the same colour (Or similar colour) a few times.
- A larger world! Perhaps you could include more asteroid belts? Or maybe an infinite sized game world?
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- Saving/loading
Maybe it could scale up from Asteriod Belt>Solar System>Galaxy.I really, really, really like that idea. You guys should implement it.
there's definitely something similar to Sins if a Solar empire in the way Dyson works.
Count me in the "loving this game" camp, but I also have a few suggestions to throw in...
Mostly, I'd love to see some sort of territory system, or maybe just beef up the defensive capabilities of an individual asteroid. As-is, I can have an asteroid with a full six trees, 100+ seedlings, and even with a force that size, the AI only needs to take out a single tree and get maybe 10 seedlings into the core to take the planet over. Now not only have I lost a good source of production, but if I want to retake it, I've got to sacrifice enough seedlings to take over the core, plus another 50 to plant the additional five trees again. Perhaps make it so that the asteroid can't be captured until all trees are destroyed, giving trees more value than just production.
The whole idea of "territory" comes from the fact that aside from one playthrough of the game, every attempt has come down to huge swarms of AI fighters floating around the map and swarming all over my territories as soon as I move enough ships off it to take it over. I can't order the ships back until they get where they're going, so I have to pull them from surroundnig territories, leaving them exposed. So, when the attackers see the cavalry coming to them, they always take off running and end up capturing at least one or two of the asteroids that the other ships came from. And since it takes far fewer attackers to take over an asteroid than it does to re-establish one, I end up slowly losing ships at best, or in a long, drawn-out stalemate at worst. I was thinking that maybe some sort of bonus for adjacent asteroids would be useful to help with this: You could capture any asteroid at any time, but having adjacent ones to the one you're capturing will make it easier (less ships to take the core or something). This way an enemy could still attempt a risky attack into the heart of your turf if they wanted, but they wouldn't be able to completely steamroll your defenders as easily as they can now. Similarly, this could also be helped by making ships orbiting asteroids attack passing enemies. You could then just stack certain asteroids with ships to defend certain areas.
Trees: It'd be nice to have a list of the current tree status on a given asteroid on the prompt on the lower right (the one with the "plant" button). As-is, if I'm rebuilding an asteroid that just got attacked, I have no idea how many trees it has without either zooming way in or mousing over the asteroid itself. On a related note, I think my most wanted feature is some sort of "always on" indicator of how many trees an asteroid has. You can get a good feel for the number of ships orbiting an asteroid by the density of dots surrounding it, but when I'm controlling half the map and just had ten random asteroids attacked, I hate having to mouse over every single one to make sure that they're all at 6/6.
Quote from: "Vlad"Count me in the "loving this game" camp, but I also have a few suggestions to throw in...
I like your ideas, but, just on a strategy note, right now the game is really offense-based...
Excellent game. I'm glad I stumbled across it & good luck at the IGF!Thanks for this, I'll have a read later :) It's scary how many people are coming up with suggestions that are in line with our plans for the game.
I have two suggestions, for what they're worth.
First, unlike some of the other posts in this thread, I would try to avoid or eliminate any numerical values in the game display wherever possible. I enjoy the ambient, otherworldly feeling of this game and all the numbers take away from that, in my opinion. For example, instead of "1/3...2/3...3/3" to indicate the number of trees growing on an asteroid, you could use empty and filled-in circles, or some other graphical representation of the same value.
Second, your game reminded me strongly of an SF short story by David Brin called "Lungfish". It's available to read for free on his website at http://http://www.davidbrin.com/lungfish1.htm - If you have a chance to read it, I hope it might spark some inspiration for this game.
Best of luck!
With the UI, I'm in full agreement. We've had to use a certain extent of text and numbers just to get the information out there. Developing a completely symbolic UI I think will be time consuming, and so far we've not had enough time, or had higher priorities. But yes, In keeping with the ambient aesthetics of the game, iot would be good to have as little "HUD" as possible, incorporating all that info seamlessly into the game's graphics.One suggestion referring to the Core Energy.
May be other peoples like me will want to see some statistics after win or loose level:
It may be graph of various values in time as colored line for each team (total population, numbers of asteroids, total energy strength etc).
The ability to select multiple asteroids to use in an attack at once in the same way Phage Wars does it.Or - like some others suggested - make rally points where you can concentrate your Dysons for attacking, if you want.
(4) The size of the asteroids determines how much trees can be constructed on it and how fast they grow (bigger asteroid -- more trees, faster tree growth). Also max size of the tree depends on the asteroids size.
This one would be cool, but I would make it so that big planets can have more trees, but they grow faster on small planets. or have that determined in the level coding. Just so that there is some strategic reason to capture the small planets.
(5) Same limitations for the AI in terms of movement -- it is very annoying when AI can move across the map and take over your asteroid which is deep inside your territory.
THIS. I never even thought about mentioning it, but he does have a point. There doesn't seem to be any sort of limitations set on the AI's movement. they can go from one side of the belt to the other without taking any asteroids in the middle.
(4) The size of the asteroids determines how much trees can be constructed on it and how fast they grow (bigger asteroid -- more trees, faster tree growth). Also max size of the tree depends on the asteroids size.
This one would be cool, but I would make it so that big planets can have more trees, but they grow faster on small planets. or have that determined in the level coding. Just so that there is some strategic reason to capture the small planets.
The ability to select multiple asteroids to use in an attack at once in the same way Phage Wars does it.Or - like some others suggested - make rally points where you can concentrate your Dysons for attacking, if you want.
(11) Idea for selecting multiple seedlings (but not all): move cursor over your asteroid, hold down the right mouse button, while holding scroll up (starts from 1) with mouse middle button, move cursor over another asteroid, release right mouse button. Pressing left mouse button or releasing on empty space cancels the order.
(11) Idea for selecting multiple seedlings (but not all): move cursor over your asteroid, hold down the right mouse button, while holding scroll up (starts from 1) with mouse middle button, move cursor over another asteroid, release right mouse button. Pressing left mouse button or releasing on empty space cancels the order.
Now let me see you do it on a laptop.
/Or maybe my track-pad-thing is just tiny
//But I don't think it is
Asteroid sizes being related to tree numbersAsteroid sizes being related to tree numbers AND tree size would be even more awesome.
We have been talking about this for a while and probably test the feature together with some other improvements over the conquest model.
I have another idea for the overpopulation problem. Some seedlings slowly lose their color and slow down on overpopulated asteroids. When they lose all of their color, they lifelessly orbit the asteroid until some seedlings leave(then they start to thaw). All frozen seedlings become the color of the light that thawed them so your frozen army might become your enemies. Also, impenetrable bases set up in corners could be solved by having "lantern seedlings" that can carry swarms across long distances.
textThe problem is that you can back into a corner and that asteroid becomes untouchable. That idea would fortify asteroids even more. If we had bigger non-circular asteroid fields, then it would work wonderfully.
Could we set up a seperate section on the forum for levels, level packs, and level creation? That would be great.Great idea, will do.
Flowbot
neither do I, which is why I suggested making bridges instead
if I were to have to think of one way I considered ideal for this kind of thing, it'd be to make you have to use up a tree slot at the cost of 20 seedlings which creates the bridge, and after a while the bridge would start producing hybrid seedlings from the two asteroids.
and who really tracks seedling typesIn the final implementation, you will be able to track seedling types and we're going to make it so that this will actually be something that will help you win if you do it.
I don't think we're adding rally points, at least not yet. We're looking at better ways to control the game though :) One of these will be the ability to send seedlings anywhere you actually own or could send to. This should reduce clicking a lot. It's the best elements of the old system and the new system put together.
We're not decided on that yet - it's perfectly possible to do either, as the routefinding code we have in the library will let us determine if one asteroid is linked uninterrupted with another by asteroids of the same owner.
When the enemy seedlings are attacking your tree, make the branches come off one at a time (instead the whole tree being destroyed at once).Yep, we are going to do exactly this - firstly it will make it look more organic, and secondly it will show you how close to death the tree is and how long it will take to regrow.
Are you working on implementing all of the features you wanted to add when you first came up with Dyson?Nope, we ditched a lot of hte original design and have instead improved and expanded on the design that we ended up with at the end of the original competition.
What if something like ants were added that would make a tunnel network? They would be entirely self-run, meaning the player would not even have to notice them. So you would play like normal, and once a planet is held for 30 seconds, the ants would start building a bridge from a nearby planet that already had the ants. They would then make a sweet-looking tunnel network and begin to terraform the planet to allow more trees. If you did this, I would totally buy the game. Or if you made a good set-up for allowing mods to do things like this.
lol
*cries*
I've been hooked on this game ever since someone posted about it on the Phun forum (another awesome game). Favorite feature? Procedural maps. Never the same fight twice, love it. Least favorite? Not sure. Probably the AI cheating on sending ranges.
The other thing that annoys me is when you send a scout to an unexplored asteroid near the edge of your asteroid's range, and then it is unable to return because home is beyond the newly explored asteroid's range. Anyone thought of a good way to fix that, or is getting marooned just going to be a risk of scouting?
Unlike everyone else who's posted in this thread, I'd actually be opposed to waypoints. The difficulty of moving up backwater seedlings fairly accurately represents the organizational issues of a gigantic empire, and it's the only thing that makes the endgame even interesting. If you could just whip out a near-infinite stream of seedlings from the far side of the asteroid belt without paying attention to it, the late game becomes even easier. Much better for the really far back ones to be almost cripplingly inconvenient so you have to work with what's on hand.
Seemingly contrarily, I'd really like to see better seedling control more than anything else. I know mouse-only control is some sort of theme here, but goddammit I want my hotkeys.
SHIFT+right click: select five seedlings.
CTRL+right click: select twenty-five seedlings.
With those two commands, it would be very fast to control even massive swarms. In the time it normally takes to select ten seedlings, you could split a swarm of 500 in half.
I'd also really make use of any stat-sorting abilities, because seedling stats make all the difference in the world the way I play at least.
Holding A, S, or D when giving a command to preferentially select the seedlings with the most Attack, Speed, or Defense (so conveniently right in a row, commonly used, perfectly placed, and make good abbreviations too!) would be awesome. Send the seedlings that are all attack and nothing else to go claim an empty asteroid without giving up the ones that are actually useful for defense, or avoid sending any painfully slow seedlings to go and scout.
Using Q, W, and E or perhaps ALT+A, S, or D to select the seedlings with the least attack, speed, or defense would also be really useful. I could use my crappy seedlings to build and keep my uber seedlings ready for fighting.
SHIFT+right click: select five seedlings.
CTRL+right click: select twenty-five seedlings.
Holding A, S, or D when giving a command to preferentially select the seedlings with the most Attack, Speed, or Defense
Using ... ALT+A, S, or D to select the seedlings with the least attack, speed, or defense
My first suggestion is summarizing this thread, so you don't have to read through all of it. Simply make a list at the beginning or in a different thread with the suggestions so far.
I would like to be capable of creating several types of seedlings. Perhaps by customising the stats of an asteroid or by creating different trees.
It would also be fun with more story. A info section that describes the dyson life-form, or maybe more missions with more description. Perhaps you could make your own seedling type? I realize that it would be difficult, but it would be fun too.
It would be great to have a save capability, since sometimes you just have to quit, but what if you are one minute from victory then?
And how about a sort of "random" mode where you chose some settings (enemy count, neutral asteroids and max trees) and then get a fully randomized map.
Finally, it would be fun to be able to "merge" several seedlings to create a single, stronger seedling, lifting a lot of strain from the computer on games with hundreds of seedlings.
They (game devs) were working on introducing classes, I think - like scout, soldier, mobile fortress, whatever. I think they want to narrow down the possible variations on seed types, make the game a little easier to play.
Perhaps asteroids should lose their statistics based on how many trees are on them. They could slowly but surely "dry up" since your friendly colony of murderous mining machines has extracted all the resources available to continue on.This was in the original design, asteroids would eventually be fully mined and exhausted the player would have to go out there and find new resources. The games has changed a fair bit since then and it isn't completely appropriate anymore, but I am experimenting with trees dying of old age to simulate part of that functionality, as it does balance the game a bit more and provides for a more interesting end game.
Perhaps asteroids should lose their statistics based on how many trees are on them. They could slowly but surely "dry up" since your friendly colony of murderous mining machines has extracted all the resources available to continue on.This was in the original design, asteroids would eventually be fully mined and exhausted the player would have to go out there and find new resources. The games has changed a fair bit since then and it isn't completely appropriate anymore, but I am experimenting with trees dying of old age to simulate part of that functionality, as it does balance the game a bit more and provides for a more interesting end game.
How do people feel about this concept? I am testing it right now, but haven't made up my mind. :-)
Hi.
Excellent game!!!
Here is my suggestions/remarks:
1) Have the possibility to select large amount of seeds more quickly. In 4th level recently I had 2 armies of ~400 seeds in each :) and it takes quite long time to send such amount of seeds just to neighboring planet, it is because I need quite long time when the number of selected seeds increases to maximum.
2) A long uhmm... 'lag' of displaying belonging of the group of seeds to a particular planet. Say I select all seeds and send them to another planet, but if I click the first planet at the moment where seeds almost fully arrived to the second planet it is shown that they still 'belongs' to the first planet. I think it's better make seed 'belong' to planet of destination at the time when they go by a half of their route.
3) Multiplayer will be very very very good :)
In regards to point 1, do you know you can left click + hold and drag to send all seedlings on an asteroid at once?
(2 is being looked into, 3 is not currently possible I am afraid)
Hope that helps!
R
Virus | 25% chance to covert the enemy seed on kill instead of actually killing it. |
Ensnare | Having seed in enemy asteroid halts all production on it |
Spontaneous | Can build on enemy asteroid without owning it. This does not ignore the tree limit. |
Fly By | Can attack even during travel from asteroid to another. |
Vitality | Growing a tree requires only 10 seeds |
i love the simplicity, but I want longer games. longer games will result in endless moving resources.
any chance of supply lines?
also, some of the missions end before total domination. i want the WIN. I feel robbed when a level ends before all roids are mine.
What im in your closet wants is a simple Suggestion huh.... how do I say that... place. There's an off-topic, general discussion... bla bla bla.Thats kinda what im talking about. The thread gets a bit disjointed because matt is trying to start a new topic and megagoten is trying to reply to a previous one. So both topics both get slightly thrown out and one will may be ignored. Thats why we need seperate topics.
Great game, just finished all the levels however there's some things that'd really improve the play. I didn't read through the whole thread though, so apologies if these things have been said before. Perhaps you could keep a list of suggested ideas in the first post, anyway on to my suggestions:
- Tree health: When I'm attacking an asteroid, or I'm being attacked, I have no idea of how quickly a tree is being killed, or how much health it has left. Do trees recover health over time? It's especially a nuisance when attacking a strong asteroid.
- Seedling Speed: When attacking another planet, speed seems to be a disadvantage. Playing one game I conquered a planet which was quite good (>150 core energy and almost full Energy, Strength and Speed stats) however, when I used the seedlings from this planet to attack I found they couldn't take a planet very well because they flew too fast to shoot at the trees and so it would take a long time to take one out.
- Moving a specific number of seedlings:The number of seedlings to send increases too slowly at first while holding right click. It should reach close to full speed by about 7 seedlings, not 15 as it is at the moment. It slows game play moving seedlings around, and also is a nuisance while under attack. You're forced to wait while the count builds up slowly, send all which usually results in the then empty planet being attacked, or manually increment which is faster at first but not as good once the speed builds up on the count.
- A Global Stats Overview: An overview of some stats, mainly total seedling count, perhaps players asteroids, number of trees, and number of empty tree spaces could be included as well but the latter three may just add to bloat.
- Being stuck on unclaimed asteroids: I can understand the point of this - to stop players from exploring the entire universe straight away - but it is quite annoying. Especially if I send a force of strong seedlings to take the asteroid from neutral enemies, and then want to use weak seedlings to plant trees on the asteroid. I can't because I can't get my strong seedlings off the asteroid, so I'm then forced to use the good seedlings to make a tree. I suggest just making it so that the player cannot send seedlings outside of the range of claimed asteroids.This results in stopping the player from uncovering the entire map, as well as allowing them to move seedlings around freely.
- Fullscreen Resolution/Video controls: I can understand this not being in yet, but with my low powered graphics card (Radeon x300) the game runs slowly at 1280x1024 (probably ~21 fps). It would be better if the game just took on desktop size by default.
- In game instructions: These are a bit lacking, and particularly don't explain defence trees very well. Perhaps a tutorial level could be made to supplement the instructions.
There is of course more that could be added to the game, but at the moment I think it's better to get down a smooth, flawless interface and game play experience.
i am loving this game done all six of the levels on the main screen in a couple of hours, i really like games like this.
have you considered porting onto xna for the xbox 360 arcade, with a couple of bits added to make it multiplayer over live , i think you guys would have a hit.
also someone asked in another thread about planets, though i think it would make a person too powerfull you could have slightly raised areas indicating land masses instead and youcan take over a land mass. which then would help build a solar system- system for multiplayer.
I hope this hasn't been noted before, but I don't really feel like reading through 14 pages. :)
When you win, it'd be nice to do a World Of Goo kinda thing where you can continue conquering the world until you decide to move on.
...4) New trees. What is so charming about the game in my eyes its the simplicity but I feel its a bit to simple. My suggestions would be to give each asteroid 2 additional slots for special "trees" [So a asteroid has 5 slots for trees and 2 slots additional for some special trees]These slots should be like upgrades to the asteroid. My idea at the moment would be that you have 3 different trees to increase the statistics of the seeds growing on the asteroid - one for each attribute. So you can decide to offset a weakens of the seeds or enchant there strengths. Maybe another option for a new tree would be something that ingresses the number of seeds in the orbit and there range that they have to reach other asteroids. Or another one which prevents enemy doing a flyby as it is currently possible...
I really wish there was a rally point system in place. If you got rid of the 32 population limit for another system like the one above, that would remove what I suspect is a major reason for wanting to avoid a rally point. Moving things to my front lines is so tiresome.
- ability to change plant types after you've created the plants
There's a thread about buggy "big roots" in the support forum: http://www.dyson-game.com/smf/index.php?topic=239.0
Personally, I think this looks fantastic! Would there be any way of deliberately making this happen in the game - maybe have one or two roots grow "between" asteroids once you capture them? As well as looking nice (to me at least), you might be able to say it creates a "unified colony" visual effect and enhances the definition of "territory"... ;)
a days worth of work from a programmer.And how many years of programming experience have you had? Bringing Multiplayer into a game like this is a lot of work if it hasnt been already prepared. The time it takes jour dear development team depends on how much experience they have with internet connections really. Plus, you have to make the clients talk to each other -- until now, the game has always decided on its own what the AI will do. But now suddenly there will be at least one player that the local game has no control over and thus has to receive instructions on what to do with it (namely: depicting its moves so the local player can react to them).
M U L T I P L A Y E R
PLEASE! that is the only thing that will make this game perfect. Set speed and how many rocks you own before launch, some sort of wait room just for ipx connections tcp udp too and rely on a secondary service like Kali to launch the game. Thats it! a days worth of work from a programmer.
All I need is a warning ping noise when a player's asteroid is invaded. [..]+1
- speed up/slow down with +/-
- speed up/slow down with +/-
That functionality actually already exists :> You have to turn developer mode on to use it though - I don't think the game is designed to be speeded up during normal play.
If you want to know how to turn on developer mode then clicky:(click to show/hide)
What would be nice is if you can get your seedlings to attack certain trees on an asteriod, it is annoying sometimes because I can see them attacking things which might not be the most useful thing to attack that that time
We are planning to have a save function. It can take a long time to do a level, so it would be unfair to disallow saving of progress.
I've played through the game. It's a generally excellent game, but there are a few simple things that would add a lot to the playing experience, and the replay experience.
Firstly, when playing with large maps, and large forces, you have to repeatedly select and click on planets to gather enough forces to attack an enemy. The game is slow paced enough that this isn't difficult, but it gets repetitive, and breaks up the relaxing flow of the game. You should have some sort of option like, if you triple click, you can select a circle of planets, and tell them to send all of their units to a set point. Rally points are slightly complicated, but if you just expand the current mechanism to select different units, it should be simple enough.
Plus, whatever algorithm controls moving, it should be set to avoid enemy planets if possible. It's annoying hastily sending some troops to aid a faraway battle and seeing an enemy annihilate them. And after that first time, it's just more clicks to get them to go where you want them to go.
The strength/ speed/ energy selection thing is a bit awkward to select. It could be faster. I suggest you connect scroll/ right click to a f/e/s icon, which would allow you to select one kind and send them off with a normal click. This would make the strategy of removing all strong/ fast ones after opening a hole in an asteroid for the energy ones easier.
In the game, I'd often set myself challenges to make it more fun- like, on event horizon, I built up a force strong enough to defeat the enemy counter attack on the main asteroid, and then quickly take their planet. I'd love to see distictive messages from the mother tree when you conquer places in different ways- crush everything, rush to objective, use a lot of dysons, use a lot of defence trees- signs that the mother tree cares what I'm doing. Some messages from opposing mother trees would also be nice- you will regret defiling our garden, growers forgive us for what we are about to do, etc.
The difficult of the game is very mild. In almost all missions, you simply have to build up a large force and rip through every enemy. This is why the above mass select thing is needed on large missions. It would be nice to see some optional minibosses- say, large planets with good stats, good flowers, that the mothertree orders you not to attack, because you'll be annihilated- like the giant planets on the mission where you get the laser mine. Give them an order not to attack unless 10 of their units are destroyed- a serious assault- and then attack with a very aggressive AI. An optional challenge, that people who want it can take.
An optional mode where you have random events would be fun too. So, say, a solar storm, where everyone gets instakill. Passing comets with tree slots*5 weak units that appear late game, and try to take over your carefully hoarded empire, or the enemy's. A flash of light that temporarily removed the fog of war. A period of enhanced growth that sped up everything. Things like that. That would make a great unlock after completing the game, and add a lot of variety to replays.
To add a sense of continuity, a very mild rpg element might help. Say, after each mission, the top 5-10 units by stats are selected to go into the next mission. Maybe an enhanced avatar plant, which is 2-5 times more effective than a normal plant, which very very slowly grows and upgrades by time spent playing. Nothing that wouldn't die very easily if thrown at an enemy. Just something to help you feel that it's one continuous campaign, rather than a set of unconnected events. This would have the added benefit of rewarding people addicted to your game, like me.
That's everything I can think of. Thanks for the great game.
[..] i saw someone playing a game on their iPad (not that i like Apples) and the screen and general movement looks like it was practically MADE for eufloria!
Rudolf - how big is the dev team for this? i kind of get the impression its just you and alex sometimes!and
Dev team is Alex, Rudolph, and the music guy, whose name I can't remember at the moment.
Dev team is Alex, Rudolph, and the music guy, whose name I can't remember at the moment.
Yeah, I guess that’s what it is about “indie” developers, usually no huge team and no huge income. But often in close contact with a very faithful fandom ;)
I just spent an hour and a half on tvtropes.
Thank you very much. </sarcasm>
In case you ever do consider doing a multiplayer version, are you aware of the approach of networking only the user commands? This is a suitable approach for games where where you have a large number of objects in the game and don't mind a bit of latency in the response to player actions.
It can be thought of as a form of the model-view-controller architecture pattern:
The controller takes the input from the UI and networks it so as to produce a sequence the same on all machines for input to the model. To do that, the game has to respond to the local user with a slight delay (except for some instant UI feedback), long enough to have time to get data over to the other machine(s), but that would be acceptable in a game like Eufloria.
The model needs to run deterministically such that the same sequence of commands from the controller produces the same outcome. Making the model determinstic can have tricky gotchas (such as with floating point maths on PC), but at least there's no actual networking code in the model (it's all isolated in the controller).
The view is basically the graphics and audio. It's allowed to be different on different machines, but therefore mustn't affect the model. Ideally faster machines should be allowed to provide a better view (e.g. by interpolating the data from the model).
Even if I'll be done with the game by the time it's implemented (I'm replaying the game with the new, more aggressive AI),
It's because Alex is scared of your AI's mad 1337 skillz =Dwhats this then??! ??? ;D
function OnMouseLeftDown(x,y)
for i = 0,Numberofroids do
if x > GetAsteroid(i).position.x + GetAsteroid(i).radius and x < GetAsteroid(i).position.x - GetAsteroid(i).radius and y > GetAsteroid(i).position.y + GetAsteroid(i).radius and y < GetAsteroid(i).position.y - GetAsteroid(i).radius then
CCSelected = nil
end
end
end
Something like that is coming :-):-o
function SeedlingFleetLaunched(EmpireID, NumberOfSeedlings, FromAsteroidtID, ToAsteroidID)
I did black holes to a degree. Any seeds that were sent to them got killed. The map is somewhere around.
This thread is a bit old, but I'll ask anyway:try parasite tactic (http://forums.steampowered.com/forums/showpost.php?p=19120594&postcount=3), at least that's how I beat it at pc version without any trouble
Has there been any thought or consideration to tweaking levels? I've made the mistake of gifting a few copies of the game to people for the holiday season, and each one is coming back to me and reminding me how level 11 is objectively broken in terms of difficulty.
A tweaked level 11 will be included in the next pc patch!