Search found 4656 matches

by Vezzra
Sun Jan 20, 2019 4:20 pm
Forum: Story
Topic: Event: star goes supernova
Replies: 5
Views: 63

Re: Event: star goes supernova

The Python Turn Events provide a non-hacky way to implement "random events" already. The creation of the various moving fields (Ion Storm, Molecular Cloud) are handled there.
by Vezzra
Sun Jan 20, 2019 4:16 pm
Forum: Other Game Design
Topic: Tech tree per species type
Replies: 16
Views: 157

Re: Tech tree per species type

How about giving each species type its own tech tree, which would allow for differentiation in the species. In FO, bascially species != empires. As research is handled on the empire level, this makes giving each species their own tech tree impossible. For that, you need to move research to the spec...
by Vezzra
Sun Jan 20, 2019 4:00 pm
Forum: FreeOrion Project
Topic: Release early, release often
Replies: 5
Views: 90

Re: Release early, release often

Why not follow this principle in the release progression of freeorion? Depends on what you're talking about - stable releases or just providing reasonably current pre-built packages? This allows for all those that don't have access to the source code to participate in development by helping out wit...
by Vezzra
Sun Jan 20, 2019 3:33 pm
Forum: General Discussion
Topic: In honour of FreeOrion developers and contributors
Replies: 6
Views: 102

Re: In honour of FreeOrion developers and contributors

Vezzra : your social skills just astonish me. Constantly. When I first registered in this forum, my prime leitmotiv came from my admiration to how sensible, prudent and simpatico you were towards anyone, no matter what. You seem to be immune to tiring people (I really envy that). Well, thanks! :D (...
by Vezzra
Sun Jan 20, 2019 3:09 pm
Forum: Scripting & Balancing
Topic: Can scripts detect which empires are AI-controlled?
Replies: 3
Views: 50

Re: Can scripts detect which empires are AI-controlled?

Telos wrote:
Sun Jan 13, 2019 6:20 am
Can scripts detect which empires are AI-controlled?
AFAIK, no. The player name of AI players could provide that information, but I don't think that's accessible in FOCS either - Geoff, Dilvish?
by Vezzra
Sun Jan 20, 2019 3:03 pm
Forum: Play-Testing Feedback
Topic: My personal strategy guide
Replies: 47
Views: 9817

Re: My personal strategy guide

Oberlus wrote:
Tue Jan 15, 2019 9:42 am
...once FO gets into beta phase (maybe before mankind runs out of fossil fuels)...
An optimistic estimate... :mrgreen:
by Vezzra
Sun Jan 20, 2019 2:57 pm
Forum: Other Game Design
Topic: Paradigm shift growth special buildings
Replies: 16
Views: 263

Re: Paradigm shift growth special buildings

One of the dichotomies (strategic choices) in FreeOrion, maybe the most important, is Research vs Production. Well, in future there should be more variety than just Research vs Production. Influence should become an equally important resource, and focusing on an influence/diplomacy based strategy a...
by Vezzra
Sun Jan 20, 2019 2:51 pm
Forum: Other Game Design
Topic: Paradigm shift growth special buildings
Replies: 16
Views: 263

Re: Paradigm shift growth special buildings

Just to throw in one more idea - make leakage depend on time. How about let's say tech gets cheaper every turn some species has it already researched. So e.g. it takes 100 turns until the tech is actually free to research. So make it 1% cheaper every turn. Factoring in time certainly is an idea wor...
by Vezzra
Sun Jan 20, 2019 2:49 pm
Forum: Other Game Design
Topic: Paradigm shift growth special buildings
Replies: 16
Views: 263

Re: Paradigm shift growth special buildings

The first step to realistic tech dispersion is to do a doctoral thesis on the spread of technology. But since that's way too much work it makes the most sense to use a simple and easy to understand mechanic that works well for the game. Exactly. This does not only apply to a "tech leak" mechanic, b...
by Vezzra
Sun Jan 20, 2019 2:33 pm
Forum: Other Game Design
Topic: Armed, Dangerous, Military, Weaponized
Replies: 4
Views: 77

Re: Armed, Dangerous, Military, Weaponized

The main question is which information we need in FOCS. If there are effects that depend on the information that there are enemies which could block. E.g. if you tried to break a blockade, it would be good to target enemy ships which would be able to block. Sure. I just would keep those conditions ...
by Vezzra
Sun Jan 20, 2019 2:19 pm
Forum: Other Game Design
Topic: Make blockade work for one turn only
Replies: 9
Views: 175

Re: Make blockade work for one turn only

Why? Space is huge, really huge. While "primary" combat ships are doing their thing, the others can try to circumnavigate the system (or the part of it where combat is going on) keeping away from combat. If we operate on that assumption and design our combat mechanics accordingly, combat ships shou...
by Vezzra
Sun Jan 20, 2019 1:50 pm
Forum: Play-Testing Feedback
Topic: No combat on system with visible adversaries
Replies: 17
Views: 246

Re: No combat on system with visible adversaries

How about full ordering using priority Priority is used to determine the order in which effects get executed. Unless we assign the different turn phases (like combat resolution, production and growth etc.) fixed priority levels where they get executed, we need an extra parameter determining the pha...
by Vezzra
Tue Jan 15, 2019 7:35 pm
Forum: General Discussion
Topic: Up-to-date FreeOrion Mac-SDK and build - Test please!
Replies: 552
Views: 69634

Re: Up-to-date FreeOrion Mac-SDK and build - Test please!

New test build (build 2019-01-14.076fc4b) available for Mac OSX 10.9 and later on sourceforge.

Download link.
by Vezzra
Tue Jan 15, 2019 7:34 pm
Forum: General Discussion
Topic: Recent Windows Builds
Replies: 497
Views: 90889

Re: Recent Windows Builds

New test build (build 2019-01-14.076fc4b) available for Windows on sourceforge.

Download link for full installer.

Download link for zip archive with binaries only.
by Vezzra
Sat Jan 12, 2019 8:00 pm
Forum: Other Game Design
Topic: Make blockade work for one turn only
Replies: 9
Views: 175

Re: Make blockade work for one turn only

One way to formulate "a small fleet cant blockade a big fleet" in freeorion terms could be: "a ship which gets shot at is blockaded". An interesting approach. Pro: It's actually a very simple, straightforward and intuitive condition (from a design/player POV, not considering implementation of cours...