Search found 685 matches

by Sloth
Wed Feb 01, 2017 2:35 pm
Forum: Scripting & Balancing
Topic: Expanding the Playable species mix
Replies: 22
Views: 13440

Re: Expanding the Playable species mix

So what I'm thinking is having 18 playable races, two per environment. Each environment gets a 'simple' race without too much complexity, like Humans, Gysache & Chato, but each environment also gets a 'complex' race where you have to specifically play to the strengths of the species and can't j...
by Sloth
Wed Feb 01, 2017 2:33 pm
Forum: Scripting & Balancing
Topic: Balancing the Playable species
Replies: 35
Views: 13218

Re: Balancing the Playable species

Humans : intended baseline, everything else should be on a par with them. For me, their biggest strength is preferred focus: research, that means they start at maxed out research output which can give a fairly strong boost (specifically, Gysache don't have this as that boost would be too good). Aga...
by Sloth
Mon Oct 17, 2016 10:55 am
Forum: Play-Testing Feedback
Topic: Few questions
Replies: 8
Views: 1816

Re: Few questions

1. building stealth - most of planetary buildings get stealth applied after researching tech. except basic shipyard, orbital drydock and few others which have their stealth lower than the rest of buildings, what is the reason behind this? Orbital buildings are not affected by most techs. 2. buildin...
by Sloth
Mon Oct 17, 2016 8:50 am
Forum: Scripting & Balancing
Topic: The Flagship of the organic line
Replies: 1
Views: 1444

The Flagship of the organic line

It has been mentioned here and there and maybe ideas have been posted already (by Matt and me), but since i can't really find them, i guess it's a good idea to start collecting them, where they can be found in the future. Disclaimer: This is a long term project, this can be considered the brain stor...
by Sloth
Wed Oct 12, 2016 10:13 pm
Forum: Play-Testing Feedback
Topic: Ancient Guardians
Replies: 10
Views: 1836

Re: Ancient Guardians

dbenage-cx wrote:Would 'exterminated' sound better than 'self-destructed'? With the later, I keep imagining them explode :)
Me too...and that's what i intended. What's wrong with guardian robots blowing themselves up?
by Sloth
Wed Oct 12, 2016 8:59 pm
Forum: Play-Testing Feedback
Topic: Ancient Guardians
Replies: 10
Views: 1836

Re: Ancient Guardians

OK, we need to reword the Sitrep for the self destruct: "On Rhilus B 1 the Ancient Guardians self destructed leaving an Outpost under your control"? What about: "On %planet%: The [[species SP_ANCIENT_GUARDIANS]] self-destructed when the planet was captured! The planet is now an Outpo...
by Sloth
Tue Oct 11, 2016 5:10 pm
Forum: Play-Testing Feedback
Topic: Played again recently, great game!
Replies: 18
Views: 2650

Re: Played again recently, great game!

Did you take into account that all weapons shoot three times each combat round? The effective damage per weapon is much higher than the attack stat. On this one I think that the number of rounds of combat doesn't matter, my reasoning is that the effectiveness of the ship in combat is proportional t...
by Sloth
Tue Oct 11, 2016 1:57 pm
Forum: Play-Testing Feedback
Topic: Played again recently, great game!
Replies: 18
Views: 2650

Re: Played again recently, great game!

2. The organic line of ships are cool, but they still seem slightly underpowered, if you invest in the tech/production to build them then your empire will be at a disadvantage militarily, it would be nice if there were some way to offset this. I noticed there's a solar web ship part for the organic...
by Sloth
Tue Oct 11, 2016 1:07 pm
Forum: Top Priority Game Design
Topic: Fighters & Carriers
Replies: 89
Views: 50726

Re: Fighters & Carriers

I'm really waiting to test the fighters feature, but i have been too lazy to merge the branch and resolve the conflicts. I already have some ideas for using fighters to create some content (especially species traits). Isn't that the mayor feature of the next release? Is it just the conflicts that pr...
by Sloth
Sun Oct 02, 2016 10:50 am
Forum: Scripting & Balancing
Topic: Embedding pictures in pedia articles
Replies: 3
Views: 1639

Re: Embedding pictures in pedia articles

MatGB wrote:OK, pure guess, the backend has escaped the file source, try

Code: Select all

<img src="encyclopedia/EP_wheel.png"></img>
, but it's a pure guess, I would love to know how to embed images directly throught the Pedia but I never got around to chasing up how to do it.
That worked! Thanks Matt.
by Sloth
Sat Oct 01, 2016 10:00 pm
Forum: Other Game Design
Topic: Locations as terrain effects
Replies: 7
Views: 1482

Re: Locations as terrain effects

I would also love to see systems with specials. Especially tacticaly relevant ones. As I said, I do like the idea, it just made me more aware of the ingame bonuses/maluses - and that I should pay a little more attention to them. It would be a good idea to show system specials in the system view (lik...
by Sloth
Sat Oct 01, 2016 9:22 pm
Forum: Scripting & Balancing
Topic: Embedding pictures in pedia articles
Replies: 3
Views: 1639

Embedding pictures in pedia articles

I recently remembered that it should be possible to embed pictures in pedia articles, but my attempts so far failed. I tried to copy the hard coded embedded picture in the suitability report (EncyclopediaDetailPanel.cpp): detailed_description += UserString("ENC_SUITABILITY_REPORT_WHEEL_INTRO&qu...
by Sloth
Sun Sep 25, 2016 11:24 am
Forum: Scripting & Balancing
Topic: Scripting Questions In General
Replies: 49
Views: 7886

Re: Scripting Questions In General

I don't want to spoil the scripting fun here, but a defensive building that can be build on every planet can be quite a micromanagement-pain.

What do you plan to do to mitigate this problem?
by Sloth
Fri Sep 23, 2016 11:11 am
Forum: Scripting & Balancing
Topic: New Building: Automated History Analyser
Replies: 8
Views: 2168

Re: New Building: Automated History Analyser

The corresponding PR shows no conflicts (https://github.com/freeorion/freeorion/pull/798). Any objections against trying it out?
by Sloth
Fri Sep 23, 2016 11:09 am
Forum: Scripting & Balancing
Topic: New Special: Kraken below the Ice
Replies: 4
Views: 1790

Re: New Special: Kraken below the Ice

The corresponding PR shows no conflicts (https://github.com/freeorion/freeorion/pull/850). Any objections against trying it out?