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 Post subject: 06.06.16
PostPosted: Sat Jun 11, 2016 7:32 am 
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Space Floater

Joined: Sat Jun 11, 2016 6:35 am
Posts: 17
Location: Heidelberg, Germany
I played a few games : 110 Systems, low natives, manacial

Conclusions:

- The weapon upgrade does not work. (Window Version). You can do the research, but in the design modus only the basis version is available.

- Egassem is overpowered. If you are lucky finding one or two natives, one witch can produce colonies, no opponent can stop you. If there are none, you have to crush an opponent in the early game.

- I like dilemas. One nice dilemma are the xenophobic races.

Another idea would be that every empire has an empire bonus, not only a bonus of the race, wich effects only local one planet.
For example: 20 Egassem Population, 10 Silexian than the bonus are counted 2/3 egassem, 1/3 Silexian.

Half of the bonus of the races effect the imperial bonus, halb of the race bonus should affect only the planet. So there is a dilemma, when you colonise a planet. Should I prever the race with grantes the best population bonus on this planet but effects my imperial bonus in a none optimal way, or should I take an other race with lower maximum population but better influence to my emperial bonus.

It is just an idea, but now there is no dilemma. I choose the race witch fits best, no need to think off it.

- In General I think the natives provide a too big advantage. The costs to conquer them are often low and the benefit huge.

Would it be a good idea, that you have to build a building on you home planet for every race you controll? Before this building is finished, production and research is halved, no new ships and colonys possible. The costs of this building should increase in the numbers of races you controll. (in the number of the special building at the homeworld.)

- Buildings are too cheap compared with ships. Shipyard 10 points. Really?

- Too much races provide a bonus or malus as good or bad pilots.

What's about: Faster Ships, slower Ships, stronger Shilds, structure, cheaper ships, expensive ships, auto repair ships and so on.


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 Post subject: Re: 06.06.16
PostPosted: Sat Jun 11, 2016 8:00 am 
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Programming, Design, Admin
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Joined: Wed Oct 08, 2003 1:33 am
Posts: 12041
Location: Munich
jadwin wrote:
The weapon upgrade does not work. (Window Version). You can do the research, but in the design modus only the basis version is available.
You aren't supposed to get a new part from researching an upgrade. Rather, ships will have better-functioning parts after you research an upgrade to those parts (and the ship is within supply range in order to receive the upgrade effect).


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 Post subject: Re: 06.06.16
PostPosted: Sat Jun 11, 2016 9:12 am 
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Space Floater

Joined: Sat Jun 11, 2016 6:35 am
Posts: 17
Location: Heidelberg, Germany
Thank you Geoff for you very fast reply. Yep, it's working and a very convient way of upgrading weapons.


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 Post subject: Re: 06.06.16
PostPosted: Sun Jun 12, 2016 10:13 pm 
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Joined: Fri Jun 28, 2013 11:45 pm
Posts: 3291
jadwin wrote:
- Egassem is overpowered. If you are lucky finding one or two natives, one witch can produce colonies, no opponent can stop you. If there are none, you have to crush an opponent in the early game.

Woohoo!

I have actually managed it, we've taken the provably worst playable race in the game and made them overpowered with a series of relatively minor tweaks. I thought they would be with the production prioritisation. I'll tone them down a bit soon, thank you, useful feedback.
Quote:
- I like dilemas. One nice dilemma are the xenophobic races.

Yup, need to do some more work on them and, hopefully, introduce more over time. It'll be good to have a setup where the choice of a race to colonise with isn't as straightforaward and obvious as it currently is.
Quote:
Another idea would be that every empire has an empire bonus, not only a bonus of the race, wich effects only local one planet.
For example: 20 Egassem Population, 10 Silexian than the bonus are counted 2/3 egassem, 1/3 Silexian.

Half of the bonus of the races effect the imperial bonus, halb of the race bonus should affect only the planet. So there is a dilemma, when you colonise a planet. Should I prever the race with grantes the best population bonus on this planet but effects my imperial bonus in a none optimal way, or should I take an other race with lower maximum population but better influence to my emperial bonus.
Not sure I follow this, think I'd need a basic worked example, maybe simply describe what a specific effect would do?

However, we are working on an overhaul of various types that has been, deliberately, delayed so we can get the current Release finished off, it's called Influence and is discussed elsewhere, worth basically saying that that is planned to, in part, manage this to some extent and would change dynamics in various ways.
Quote:
It is just an idea, but now there is no dilemma. I choose the race witch fits best, no need to think off it.

- In General I think the natives provide a too big advantage. The costs to conquer them are often low and the benefit huge.
I basically agree with this currently, I think we need some way of controlling them over time so that as the game progresses they get harder to conquer in some way, and probably up the basic troop numbers for them in the very early game a bit as well.

But not sure how so it'll wait for a bit.
Quote:
Would it be a good idea, that you have to build a building on you home planet for every race you controll? Before this building is finished, production and research is halved, no new ships and colonys possible. The costs of this building should increase in the numbers of races you controll. (in the number of the special building at the homeworld.)
Don't think that would be the way to go, but there might be some sort of beneficial building or integration effect for new species, again, that's sort of planned with both Influence and racial attitudes, but it's currently just planned.
Quote:
- Buildings are too cheap compared with ships. Shipyard 10 points. Really?

Yes, agreed, partially fleet upkeep gets massive over time and is going to be changed with Influence (thankfully, I intensely dislike the current system but it's better than nothing), and partially, yes, the shipyard and some other buildings are too cheap.

The only reason shipyards weren't put up, substantially, in cost awhile ago is the AI concerns, they already build too many buildings and too many shipyards, the AI team is working on a longer term project for them to plan production better, whent hat's finished several currently cheap buildings will be going up in price—basically, while shipyards should be, and are meant to be, rare, costing them appropriately would, in the short term, REALLY disadvantage the AI and make the game a bit too easy for human players as the AI would be wasting even more production than it currently does on stuff it doesn't need instead of warships to stop you.
Quote:
- Too much races provide a bonus or malus as good or bad pilots.

Not sure I agree on this, there aren't that many, two good pilots, two great pilots. It needs spreading around a bit I think, and there might be slightly too many bad pilots. Its' good/bad troops that needs the most balancing.
Quote:
What's about: Faster Ships, slower Ships, stronger Shilds, structure, cheaper ships, expensive ships, auto repair ships and so on.

All good ideas, all possible, we've already got one stronger shields race and I hope to expand that idea at some point, I'd also like to give one of the current Great Pilots races Bad Shields. But, it's partially having someone write the scripts for the good idea, partially someone testing them for balance, and also all would need AI adjustments and the team is already swamped fixing and catching up with existing new features.

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Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.


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