Search found 783 matches

by AndrewW
Thu Sep 19, 2019 4:01 pm
Forum: FreeOrion Project
Topic: Rapport - The Most Of All
Replies: 19
Views: 324

Re: Rapport - The Most Of All

Ophiuchus wrote:
Thu Sep 19, 2019 9:06 am
So any US ppl around here in the community too? Or are those bots?
In the US and running on Linux, but not using the snap or weekly builds. Just compile myself.
by AndrewW
Sat Aug 24, 2019 6:47 am
Forum: Play-Testing Feedback
Topic: Invade button not always appearing
Replies: 12
Views: 1134

Re: Invade button not always appearing

Ah, I think I figured it out. My fleet was set to "Hide" instead of "Control System". I didn't even notice I could toggle that! I don't know how it got set to Hide in the first place, maybe something to do with the way I have been merging fleets? If you split off damaged ships that stack is set to ...
by AndrewW
Mon Jun 10, 2019 6:49 am
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 4710

Re: Influence, Control, Loyalty, Sectors (WIP)

Well, Ancient Egypt historians call them Nomes [...]I am sure labgnome was saying that using in FreeOrion (a space opera game) the ancient Greek term for the ancient Egyptian concept of "regions dominated by a city-state, in turn subordinated to a supraregional state government" is not the best cho...
by AndrewW
Tue Jun 04, 2019 8:41 am
Forum: Other Game Design
Topic: Shipyards and Hull-Lines Rework
Replies: 13
Views: 2704

Re: Shipyards and Hull-Lines Rework

labgnome wrote:
Mon Jun 03, 2019 8:15 pm

Advanced Engineering Bay
[*]Cannot be built on planet with Orbital Incubator, Robotic Processing Unit, Geo-Integration Facility or Energy Compressor
[*]Required for Trans-Spacial Drive part
This would restrict the Trans-Spacial Drive part from most hulls.
by AndrewW
Sat May 18, 2019 2:04 pm
Forum: Play-Testing Feedback
Topic: Ancient Ruins without Sentinels
Replies: 4
Views: 1009

Re: Ancient Ruins without Sentinels

It's intended. There is a chance that any given Ancient Ruins wont have any sentinel.
by AndrewW
Thu Apr 25, 2019 3:15 pm
Forum: Other Game Design
Topic: Species modified during gameplay?
Replies: 28
Views: 2674

Re: Species modified during gameplay?

However I would that before we implement something like that as an in-game feature we should probably have a species creation option for starting off. What we would need to do first to make something like that work is to figure out how much each trait should be worth on some kind of point-buy syste...
by AndrewW
Fri Mar 01, 2019 6:43 pm
Forum: Play-Testing Feedback
Topic: Noob Question
Replies: 17
Views: 2220

Re: Noob Question

ChileStuff wrote:
Fri Mar 01, 2019 1:57 pm
Is there a detailed manual that explains the mechanics of the game so I can decide what's best for me without years of trial and error play?
The Pedia covers a lot of the stuff. But if you have more questions feel free to ask on here.
by AndrewW
Fri Mar 01, 2019 9:08 am
Forum: Play-Testing Feedback
Topic: Noob Question
Replies: 17
Views: 2220

Re: Noob Question

Another problem, I colonize a planet and nothing I do can bring it into the supply chain. Even when I add an outpost at the closest point, (2 systems away) no luck. I'm not sure I understand the supply stockpile issue since all I have 1s the pedia, which does little to explain the mechanics Also, y...
by AndrewW
Fri Feb 22, 2019 4:00 pm
Forum: Other Game Design
Topic: Themed tech categories (Help wanted)
Replies: 107
Views: 11043

Re: Themed tech cateogries (Help wanted)

I let myself be influenced by the production/research capabilities of my starting species (i.e. if it is better in production, I get robotic production and fusion generation earlier, if it's better in research I first get algorithmic elegance and also rush to quantum networking). And I think that i...
by AndrewW
Mon Feb 04, 2019 2:46 pm
Forum: Other Game Design
Topic: Planetary defense redesign
Replies: 9
Views: 781

Re: Planetary defense redesign

Oberlus wrote:
Mon Feb 04, 2019 2:44 pm
I meant buildings that only boost local defense are not an option. But ministries (supply-connected boost) are.
Yup, I meant I don't see using a building that boosted local defense everywhere.
by AndrewW
Mon Feb 04, 2019 9:09 am
Forum: Other Game Design
Topic: Planetary defense redesign
Replies: 9
Views: 781

Re: Planetary defense redesign

A "ministry" building, like the Industry Center, that you can build to boost defense on supply connected planets, and policy cards to affect defense (increase it with influence upkeep; lower target value in exchange of faster regeneration under fire; ...). Anything with effects on the planet it's b...
by AndrewW
Sun Feb 03, 2019 6:19 pm
Forum: Other Game Design
Topic: Planetary defense redesign
Replies: 9
Views: 781

Re: Planetary defense redesign

Another thing that may work is adding some planetary defences you could build up, say planetary missile bases for example. Don't try and get too much in here or you get into micromanagement but just something simple that you can build more of.
by AndrewW
Tue Jan 29, 2019 4:32 pm
Forum: Story
Topic: Story: the ancients
Replies: 1
Views: 990

Re: Story: the ancients

xahodo wrote:
Mon Jan 28, 2019 5:05 pm
The ancients are a race, which are currently extinct, that have progressed far and had technology that baffles even (in game) today's scientists.
Sounds like the Traveller RPG ancients.
by AndrewW
Tue Jan 15, 2019 9:32 am
Forum: Play-Testing Feedback
Topic: My personal strategy guide
Replies: 47
Views: 15935

Re: My personal strategy guide

There seem to be a lot of knowledge holes out there. Taming monsters? How do you DO that? Research Domesticated Mega Fauna and have an outpost or colony where there is a Juggernaught, Kraken or Snowflake nest. Or find a planet with a Kraken special and resurrect one. Is there any benefit to scrappi...
by AndrewW
Sun Oct 28, 2018 11:48 am
Forum: Play-Testing Feedback
Topic: Unguarded Ancient Ruins
Replies: 9
Views: 1835

Re: Unguarded Ancient Ruins

There is a chance an Ancient Ruins will be unguarded.