That is already the case, as of 2 or 3 weeks ago; consult your Pedia. Garrison 4 provides (cumulative with that from Garr 2-3) regen of 6 troops per turn, plus the one standard makes 7 per turn. So very high levels can indeed be achieved.Kassiopeija wrote:or some troops regen is attributed to garrison techs just like planet shields have.
recent combat
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Re: recent combat
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Re: recent combat
I'd prefer a number of jumps conditon here instead of linear distance. Maybe 3 jumps?Sloth wrote:Megalith + 10 to all colonies (not outposts) within 500 uu (new effect)
Re: recent combat
I'd be fine with a jump distance. 3 jumps sounds good (but i would also be ok with less).Vezzra wrote:I'd prefer a number of jumps conditon here instead of linear distance. Maybe 3 jumps?Sloth wrote:Megalith + 10 to all colonies (not outposts) within 500 uu (new effect)
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Re: recent combat
If you prefer, you can also go with 2, but I wouldn't go lower than that.Sloth wrote:3 jumps sounds good (but i would also be ok with less).
Re: recent combat
The PR (https://github.com/freeorion/freeorion/pull/155) has been updated with the values discussed. The Megalith will grant +10 troops to all populated planets within two starlane jumps, but the supply bonus was reduced to +1 (from +2).
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Re: recent combat
Mat has brought to my attention, that Setinon and Exobots didn't receive any ground troops. These two cases aren't really related.
1. Exobots have Bad Ground Troops in their description, but didn't have a troop species trait in species.txt. Clearly a bug, easily fixed.
2. Setinon are currently the only species with No Ground Troops. I'm not sure whether they received any troops before my update (do you know Mat?), but regardless they shouldn't have less troops than outposts imho. I think they should be treated like the other species and receive the boni that are not affected by the other species traits (i.e. Planetary Garrison I + 3 and Megalith) meaning they can normaly reach 26 troops (and 36 with Megalith).
I've created a PR that fixes these two issues.
1. Exobots have Bad Ground Troops in their description, but didn't have a troop species trait in species.txt. Clearly a bug, easily fixed.
2. Setinon are currently the only species with No Ground Troops. I'm not sure whether they received any troops before my update (do you know Mat?), but regardless they shouldn't have less troops than outposts imho. I think they should be treated like the other species and receive the boni that are not affected by the other species traits (i.e. Planetary Garrison I + 3 and Megalith) meaning they can normaly reach 26 troops (and 36 with Megalith).
I've created a PR that fixes these two issues.
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Re: recent combat
Setinon have never had any troops; they rely on their stealth to stay hidden (and apparently object to the whole idea of troops being stationed on their planet). I think they're fine as is, and prefer them that way, as an interesting change of pace.Sloth wrote:2. Setinon are currently the only species with No Ground Troops. I'm not sure whether they received any troops before my update
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0
Re: recent combat
Ok. No objection.Dilvish wrote:Setinon have never had any troops; they rely on their stealth to stay hidden (and apparently object to the whole idea of troops being stationed on their planet). I think they're fine as is, and prefer them that way, as an interesting change of pace.
Closed my PR.
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Re: recent combat
They never had troops as natives but used to get all the troop bonuses from techs. To be honest, I always viewed that as a minor bug and wanted to fix it as I basically agree, they're different and interesting as a result.Dilvish wrote:Setinon have never had any troops; they rely on their stealth to stay hidden (and apparently object to the whole idea of troops being stationed on their planet). I think they're fine as is, and prefer them that way, as an interesting change of pace.Sloth wrote:2. Setinon are currently the only species with No Ground Troops. I'm not sure whether they received any troops before my update
I would've been happy for them to get the 'fortification' bonuses but not the 'population' bonuses, but am equally happy for them to have none at all.
(at some point I want to look into giving them the equivalent of good/great pilots for Organic ships only as that'd fit their description, but it's a longer term thing)
Mat Bowles
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Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Re: recent combat
Yeah, I guess I'm fine with it either of those ways also, though I think I do still have a slight preference for none at all. Sloth, I guess that means we're leaving it up to you to decide if you want to give them the fortification bonuses.MatGB wrote:I would've been happy for them to get the 'fortification' bonuses but not the 'population' bonuses, but am equally happy for them to have none at all.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0
Re: recent combat
I leave it up to the next person who has a preference and wants to post here.Dilvish wrote:Yeah, I guess I'm fine with it either of those ways also, though I think I do still have a slight preference for none at all. Sloth, I guess that means we're leaving it up to you to decide if you want to give them the fortification bonuses.MatGB wrote:I would've been happy for them to get the 'fortification' bonuses but not the 'population' bonuses, but am equally happy for them to have none at all.
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Re: recent combat
Well, fine. Then I am going to decideSloth wrote:I leave it up to the next person who has a preference and wants to post here.Dilvish wrote:Yeah, I guess I'm fine with it either of those ways also, though I think I do still have a slight preference for none at all. Sloth, I guess that means we're leaving it up to you to decide if you want to give them the fortification bonuses.MatGB wrote:I would've been happy for them to get the 'fortification' bonuses but not the 'population' bonuses, but am equally happy for them to have none at all.
I'm basically fine with both options too, but my slight preference would be to give them the "fortification" boni.
Re: recent combat
Some more feedback.
With 4 Garrison techs being so cheap and easy to research, you end up with massive troop numbers fairly early then it tails off.
I think if we're sticking at 4, then they should be made more expensive and/or take longer. Alternatively split up the two that give population based bonuses and the two that give fortification bonuses and add a few for the late game.
But definitely think it's too easy to get the early to mid game techs, and while this has the desired result of slowing things down they need to be balanced more with other tech gains.
With 4 Garrison techs being so cheap and easy to research, you end up with massive troop numbers fairly early then it tails off.
I think if we're sticking at 4, then they should be made more expensive and/or take longer. Alternatively split up the two that give population based bonuses and the two that give fortification bonuses and add a few for the late game.
But definitely think it's too easy to get the early to mid game techs, and while this has the desired result of slowing things down they need to be balanced more with other tech gains.
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Re: recent combat
This. Definitely.MatGB wrote:Alternatively split up the two that give population based bonuses and the two that give fortification bonuses and add a few for the late game.
Re: recent combat
The Garrison techs can also have some other prerequisites when we add some appropriate flavor:
The Garrison techs with flat boni can be called something like Autonomous Combat Devices and be dependent on Robotic or Computer techs.
The Garrison techs with population dependend boni can be something like hand guns or ground vessels which can depend on anything that sounds like physics or engineering (or even Psionics).
The Garrison techs with flat boni can be called something like Autonomous Combat Devices and be dependent on Robotic or Computer techs.
The Garrison techs with population dependend boni can be something like hand guns or ground vessels which can depend on anything that sounds like physics or engineering (or even Psionics).
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