Species Bonus for hiding Outposts?
Moderator: Oberlus
Species Bonus for hiding Outposts?
Discussion topic: Would it be ok if outposts get a stealth bonus from species traits?
Hi community, when playing hidden species I am often forced to build colonies instead of outposts.
This feels totally wrong - a colony should be much more difficult to hide than a outpost, shouldn't it?
I can think of many different implementations, some of them really easy and scriptable, but I'd like to know first if it would be acceptable if outposts get such a bonus.
One KISS implementation: calculate an single empire-wide stealth for outposts based on your stealth tech and the stealthiest species in the empire. Apply this empire-wide stealth to all outposts of that empire.
Hi community, when playing hidden species I am often forced to build colonies instead of outposts.
This feels totally wrong - a colony should be much more difficult to hide than a outpost, shouldn't it?
I can think of many different implementations, some of them really easy and scriptable, but I'd like to know first if it would be acceptable if outposts get such a bonus.
One KISS implementation: calculate an single empire-wide stealth for outposts based on your stealth tech and the stealthiest species in the empire. Apply this empire-wide stealth to all outposts of that empire.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Species Bonus for hiding Outposts?
I sort of agree, but I wouldn't go for the best species, I'd go for the species at the capital, just because you've managed to find some Furthest, Setinon or Lembala'Lam doesn't mean you can hide all your outposts. Alternatively/as well, there could be a tech specifically for outposts.
It is annoying when playing a species such as Laenfa that you can't colonise in the preferred way, on the other hand it could be seen as a balancing factor in that they are currently very annoying to have near you in the early game and I've expressed worries about them balance wise in the past (basically, play Laenfa and the AI can't touch you until way after turn 100).
It might be an idea to reduce the species bonus Laenfa receive and instead give them the first planetary stealth tech for free, that would help with this without requiring too much effort: Trith and Etty don't have a high enough starting stealth for this to be as big an issue.
It is annoying when playing a species such as Laenfa that you can't colonise in the preferred way, on the other hand it could be seen as a balancing factor in that they are currently very annoying to have near you in the early game and I've expressed worries about them balance wise in the past (basically, play Laenfa and the AI can't touch you until way after turn 100).
It might be an idea to reduce the species bonus Laenfa receive and instead give them the first planetary stealth tech for free, that would help with this without requiring too much effort: Trith and Etty don't have a high enough starting stealth for this to be as big an issue.
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: Species Bonus for hiding Outposts?
A few of things.
- What about a tech (or set of techs) that increased outpost stealth?
- Where in the code would this sort of thing be coded?
- If I wanted to actually call owning the capital in something I write, how would I do that?
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- Geoff the Medio
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Re: Species Bonus for hiding Outposts?
Presumably you'd want to add a tech definition, probably in a new file, in https://github.com/freeorion/freeorion/ ... /techs/spylabgnome wrote:
- What about a tech (or set of techs) that increased outpost stealth?
- Where in the code would this sort of thing be coded?
You can probably base on it an existing tech, such as: https://github.com/freeorion/freeorion/ ... 2.focs.txt
The interesting stuff is the effectsgroups section:
Code: Select all
effectsgroups =
EffectsGroup
scope = And [
OwnedBy empire = Source.Owner
Planet
]
activation = And [
Not OwnerHasTech name = "SPY_STEALTH_3"
Not OwnerHasTech name = "SPY_STEALTH_4"
]
effects = [
AddSpecial name = "VOLCANIC_ASH_SLAVE_SPECIAL"
RemoveSpecial name = "CLOUD_COVER_SLAVE_SPECIAL"
]
I don't understand the question.
- If I wanted to actually call owning the capital in something I write, how would I do that?
Re: Species Bonus for hiding Outposts?
This.MatGB wrote:I sort of agree, but I wouldn't go for the best species, I'd go for the species at the capital, just because you've managed to find some Furthest, Setinon or Lembala'Lam doesn't mean you can hide all your outposts. Alternatively/as well, there could be a tech specifically for outposts.
Re: Species Bonus for hiding Outposts?
@Vezzra Just making sure I read you right. So both would be okay for you? The tech idea as well as the capital?Vezzra wrote:This.MatGB wrote:I sort of agree, but I wouldn't go for the best species, I'd go for the species at the capital, just because you've managed to find some Furthest, Setinon or Lembala'Lam doesn't mean you can hide all your outposts. Alternatively/as well, there could be a tech specifically for outposts.
I'd like the capital version - this would mean the place where you place your capitol will determine your p
laying style, it would also help the starting races sneaky species in a natural way.
We just have to invent other bonus depending on your capital so you need to decide between the different bonus... hm for example troop bonus on outposts would fit quite well.
Last edited by Ophiuchus on Sat Jan 21, 2017 9:13 pm, edited 1 time in total.
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Look, ma... four combat bouts!
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Re: Species Bonus for hiding Outposts?
I think this is what you are looking forlabgnome wrote:... If I wanted to actually call owning the capital in something I write, how would I do that?
Code: Select all
activation = Capital
https://github.com/freeorion/freeorion/ ... &type=Code
What I don't know is how to access a value from a stacking group
Code: Select all
stackinggroup = "SPECIES_STEALTH_STACK"
https://github.com/freeorion/freeorion/ ... lth.macros
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Re: Species Bonus for hiding Outposts?
Exactly.Ophiuchus wrote:@Vezzra Just making sure I read you right. So both would be okay for you? The tech idea as well as the capital?Vezzra wrote:This.MatGB wrote:I sort of agree, but I wouldn't go for the best species, I'd go for the species at the capital, just because you've managed to find some Furthest, Setinon or Lembala'Lam doesn't mean you can hide all your outposts. Alternatively/as well, there could be a tech specifically for outposts.
Re: Species Bonus for hiding Outposts?
If I want to script a condition based around species capital ownership how would I reference that? I haven't seen anything that does that, so I don't even know for sure if I can.Geoff the Medio wrote:I don't understand the question.labgnome wrote:
- If I wanted to actually call owning the capital in something I write, how would I do that?
I don't think so. I've only seen that used to reference the capital as a location, IE: things that happen at the capitol. I want to create a condition that would apply across the whole empire based off what species was on the planet with the capitol. IE: If I wanted to set all outpost stealth values (no matter who built them) to Lafena stealth values, how would I do that? Or if I wanted to make all my Scylior happy that they now owned the capitol how would I tell them to do that?Ophiuchus wrote: I think this is what you are looking forCode: Select all
activation = Capital
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Re: Species Bonus for hiding Outposts?
Thank you Kosh.Vezzra wrote:Exactly.Ophiuchus wrote:@Vezzra Just making sure I read you right. So both would be okay for you? The tech idea as well as the capital?Vezzra wrote:This.
All of my contributions should be considered released under creative commons attribution share-alike license, CC-BY-SA 3.0 for use in, by and with the Free Orion project.
Re: Species Bonus for hiding Outposts?
I think, and bear in mind I'm a tester more than a scripter for a reason, that if you put the effect in the Imperial Palace script it should work, but also in the species script, because they activate per planet so if the capital has that species then it can then work on all outposts.
And Vezzra would make a terrible Kosh, talks too much but it wap a yes to both.
And Vezzra would make a terrible Kosh, talks too much but it wap a yes to both.
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.
- Geoff the Medio
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Re: Species Bonus for hiding Outposts?
Having the starting species be "special" in an empire is something we generally avoid.Ophiuchus wrote:I'd like the capital version - this would mean the place where you place your capitol will determine your playing style, it would also help the starting races sneaky species in a natural way.
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Re: Species Bonus for hiding Outposts?
For that reason, I would also favor the outpost stealth tech approach.Geoff the Medio wrote:Having the starting species be "special" in an empire is something we generally avoid.
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Re: Species Bonus for hiding Outposts?
We do?Geoff the Medio wrote:Having the starting species be "special" in an empire is something we generally avoid.Ophiuchus wrote:I'd like the capital version - this would mean the place where you place your capitol will determine your playing style, it would also help the starting races sneaky species in a natural way.
That's news.
Laenfa, Trith, Eaxaw, George (that's one of your recent ones), Etty and even Egassem are special and unique in many factors, Laenfa specifically are vastly different in starting advantage/disadvantage and I've been planning to work on a few other ideas.
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: Species Bonus for hiding Outposts?
This is not about the starting species. It is about the species at your capital. You can always move your capital, can't you?The Silent One wrote:For that reason, I would also favor the outpost stealth tech approach.Geoff the Medio wrote:Having the starting species be "special" in an empire is something we generally avoid.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!