Search found 175 matches
- Tue Feb 25, 2014 2:47 am
- Forum: Scripting & Balancing
- Topic: Ramscoop
- Replies: 14
- Views: 2863
Re: Ramscoop
use an Organic Hull which regenerates .2 per turn when travelling and .3 per turn when stationary......By the time I've got a hulltype or am up against hulltypes where organics are too fragile, I'll have the ability to extend supply more easily as that's always a priority research. Agreed. Maybe it...
- Sat Feb 01, 2014 2:49 pm
- Forum: Other Game Design
- Topic: Cryonic Colony Pod vs Colony Pod
- Replies: 5
- Views: 1762
Cryonic Colony Pod vs Colony Pod
Ever since I got into FO, I've never used the cryonic colony pod (let's call it CCP for short). Now that it's worth 300 RP to unlock, it feels that this part isn't useful at all. Unlocking Xenological Genetics is actually cheaper now and is also the superior option. It improves adequate planets and ...
- Sat Feb 01, 2014 2:01 pm
- Forum: Scripting & Balancing
- Topic: Ship and ship parts balancing and flavor ideas
- Replies: 70
- Views: 12039
Re: Ship and ship parts balancing and flavor ideas
overpowered against everything else organic/xeno line I think this is the case not only because these hulls are extremely easy to spam, but also for the fact that they can navigate the map very quickly (even more so with fractals since they're faster). The production cost definitely needs some kind...
- Sun Jan 19, 2014 2:22 am
- Forum: Support
- Topic: what is camouflaged asteroid hull good for?
- Replies: 1
- Views: 974
Re: what is camouflaged asteroid hull good for?
The only thing I can think of is to make troop ships (even stealthed ones) with those, then hide them near a target for an ambush invasion.
Who knows, maybe someone will come up with some great internal ship parts for this hull to abuse.
Who knows, maybe someone will come up with some great internal ship parts for this hull to abuse.
- Sun Jan 19, 2014 2:17 am
- Forum: Support
- Topic: Improper building scrapping
- Replies: 1
- Views: 684
Improper building scrapping
Somehow, FO thinks any scrapped building still exists. The outpost in the pic had a scanning facility on it, but it was scrapped just before it was captured. When I recaptured it, the building is gone but its effects remained. I also tried scrapping the imperial palace and building it elsewhere, but...
- Fri Jul 19, 2013 2:11 am
- Forum: Other Game Design
- Topic: Making fuel more useful
- Replies: 27
- Views: 2510
Re: Making fuel more useful
unjashfan wrote: Increase the base supply range for outposts from 0 to 1 Why? This is to allow outposts to serve as "connectors" that link up planets that may be too far away from each other (think of it as another option to extend supply). Assuming the other changes I've suggested were i...
- Thu Jul 18, 2013 1:11 am
- Forum: Other Game Design
- Topic: Making fuel more useful
- Replies: 27
- Views: 2510
Making fuel more useful
Just a random idea that popped into my head: Why not make it more difficult to extend supply lanes so that fuel becomes relatively more valuable? Orbital construction is easy to unlock and tends to solve every supply problem that might arise in a game (with a supply range of 2, each planet has 4 sta...
- Thu Jun 27, 2013 2:17 am
- Forum: Scripting & Balancing
- Topic: Eaxaw starting ships
- Replies: 6
- Views: 1742
Re: Eaxaw starting ships
Maybe removing the extra Mark IV's would work, slowing down their development. The Eaxaw would now have to ask themselves, "Do I want firepower or visibility?" Also, for the Eaxaw's unfortunate neighbors, they would have more time to defend themselves.
- Wed Jun 26, 2013 2:49 am
- Forum: Scripting & Balancing
- Topic: Eaxaw starting ships
- Replies: 6
- Views: 1742
Re: Eaxaw starting ships
The Laser4 is worth 390RP/14 turns of research and the ships app. 91PP/2turns of production each. In the early game this is an unbeatable advantage. They simply move into your homeworld system to blockade you and by the time one researched/built something to break the blockade one becomes invaded. ...
- Tue May 14, 2013 9:37 pm
- Forum: Play-Testing Feedback
- Topic: Notes on rev 6012
- Replies: 22
- Views: 2747
Re: Notes on rev 6012
This happens to bio-adaptive hulls as well. It seems this has something to do with their special ability to fully regen structure every turn.These ships spawned without structure (despite them having neutron armor).
- Fri May 03, 2013 7:41 pm
- Forum: Other Game Design
- Topic: Expanding wheel of habitability
- Replies: 25
- Views: 3250
Re: Expanding wheel of habitability
I'd blame that on the many major features we haven't added yet, instead of the low number of planet types. Agreed. Zireael mentioned that there are few specials in the game. Perhaps instead of adding more content, we could expand on stuff that's already in the game. Here's one idea inspired by curr...
- Wed Apr 10, 2013 12:58 pm
- Forum: Support
- Topic: Scrap ship cancel command doesn't seem to work
- Replies: 2
- Views: 1520
Scrap ship cancel command doesn't seem to work
When I scrap ships by right clicking the fleet, but then change my mind and select cancel scrapping ships, the ships end up getting scrapped anyway.
- Mon Apr 08, 2013 7:35 am
- Forum: Play-Testing Feedback
- Topic: 5937 Feedback
- Replies: 44
- Views: 4280
Re: 5937 Feedback
But it does get a bit tiring trying to explain to people over and over again what the limitations of the AI currently are...If you are impatient for the AI to be stronger Just want to let you know that I really appreciate all the work on the AI, Dilvish. I'm sorry if I sound impatient :oops: , beca...
- Fri Apr 05, 2013 8:07 am
- Forum: Play-Testing Feedback
- Topic: 5937 Feedback
- Replies: 44
- Views: 4280
Re: 5937 Feedback
Here's an example of what I think is bad defense. AI has two colonies at Eltanin and Canopus, and it should know that my empire is close by (minor skirmishes occurred earlier on) even though it can't detect my colonies yet. In those two systems, there's a grand total of just one dedicated warship, a...
- Thu Apr 04, 2013 12:56 am
- Forum: Other Game Design
- Topic: Shields -> Damage Reduction
- Replies: 128
- Views: 9813
Re: Shields -> Damage Reduction
OK, well, here's my take on this, to at least get something we can start playing with and testing. Currently shield DR (Damage Reduction) is stackable, and so the numbers I discuss are with that in mind. Nonstackable DR could be fine instead, but then would probably call for notably different numbe...