Search found 67 matches

by Karoushi
Mon Feb 18, 2013 3:57 am
Forum: Other Game Design
Topic: Rare/uncommon Organic hull tech tree?
Replies: 5
Views: 930

Re: Rare/uncommon Organic hull tech tree?

Coordination with the tech tree? Right now you have to research Domesticated Mega-Fauna, which implies that monsters give you organic hulls, so I figured what if that were actually so and you actually had to capture monsters, or natives, to get the organic hull. In my mind, an organic hull is more a...
by Karoushi
Sun Feb 17, 2013 11:52 pm
Forum: Other Game Design
Topic: Rare/uncommon Organic hull tech tree?
Replies: 5
Views: 930

Rare/uncommon Organic hull tech tree?

Shouldn't the organic hull be something that is uncommon/rare? My suggestions for making it so would be: 1. Require Monster spawns to be domesticated (colonized) in order to unlock organic tech tree. 2. If monsters are off, Colonize a planet with Natives on it, to unlock the organic hull tech tree. ...
by Karoushi
Sat Feb 16, 2013 10:27 pm
Forum: Other Game Design
Topic: Intergalactic Planetary Missiles
Replies: 10
Views: 795

Re: Intergalactic Planetary Missiles

Also by sending missiles instead of ships you don't waste lives and you pop wont care about a lost missile as much. Getting the cost right is a important factor thur. On the other hand the citizens of the empire being targetted by these missiles aren't going to be very happy about it... Yes, you bo...
by Karoushi
Sat Feb 16, 2013 2:06 am
Forum: Other Game Design
Topic: Intergalactic Planetary Missiles
Replies: 10
Views: 795

Re: Intergalactic Planetary Missiles

What strategic role do these missiles play that couldn't be filled by ships? Also, with regards to giving Turtle empires a path to victory, I would suggest that a more influence-based path to victory would be appropriate. If you've read the entire thread then you'd understand that they can serve a ...
by Karoushi
Sat Feb 16, 2013 12:20 am
Forum: Other Game Design
Topic: Intergalactic Planetary Missiles
Replies: 10
Views: 795

Re: Intergalactic Planetary Missiles

I can't say much about how they would fit into the game mechanic, though I don't see an inherent problem with the idea. I would make them both expensive and powerful, i.e. rare but worth it when used properly. Exactly, that is what I meant by "intended for late game- advanced tech" so basically the...
by Karoushi
Fri Feb 15, 2013 7:45 am
Forum: Other Game Design
Topic: Intergalactic Planetary Missiles
Replies: 10
Views: 795

Intergalactic Planetary Missiles

Intergalactic Planetary Missiles: Unlike normal Planetary missiles, these can travel system to system and attack specific targets within an enemy system. Good for launching before a fleet invasion. Countermeasures are effective though, such as shields or even possibly anti-missile lasers, as an exam...
by Karoushi
Wed Feb 13, 2013 12:01 am
Forum: FreeOrion Project
Topic: Ack! I'm afraid RC2 won't be "the one"
Replies: 15
Views: 2515

Re: Ack! I'm afraid RC2 won't be "the one"

Shifting the AI personality selection from being a distribution to a single specified level for all AIs in the game is fairly trivial; please clarify if that's what you'd like me to do. What if the user was aloud to select the aggression level for all of the AI's individually? Kind of like (an exam...
by Karoushi
Tue Feb 12, 2013 11:25 pm
Forum: Other Game Design
Topic: Production Equalization
Replies: 30
Views: 1253

Re: Production Equalization

Anyway, my initial question of, can the limit be changed (can I mod it myself), was never answered. AFAIK this is a hardcoded limit, to change that you have to compile the game yourself. Which shouldn't be too hard if you're on Win or OSX, provided you have at least some basic programming skills. I...
by Karoushi
Tue Feb 12, 2013 10:37 pm
Forum: Other Game Design
Topic: Production Equalization
Replies: 30
Views: 1253

Re: Production Equalization

...I thought there were a thousand systems but there were only 500 so I was surrounded. 15 - 25 systems per empire is, I think, the most typical range of systems per empire that I hear of anyone normally playing; the game only insists on a minimum of 3 systems per empire. Generally I test the AIs i...
by Karoushi
Tue Feb 12, 2013 8:48 pm
Forum: Other Game Design
Topic: Production Equalization
Replies: 30
Views: 1253

Re: Production Equalization

The "C:\Program Files\FreeOrion\default\ship_hull.txt" contains the relevant line that you can modify to test your various proposed fleet upkeep modifiers. Once you've done that, report back your findings ("on a 200 system map, with 3 AIs I had 500 ship on turn 300 and I felt this was good" - or so...
by Karoushi
Tue Feb 12, 2013 8:41 pm
Forum: Other Game Design
Topic: Aggressive/Active Planetary Defense
Replies: 21
Views: 1719

Re: Aggressive/Active Planetary Defense

How about something that can be delivered, or built on location. So maybe like the Colony/Outpost ship, except it could be applied on-top of existing planets/etc. Basically a weaponized moon...hmm, Perhaps it is something that could be applied to Resonant Moons(but they would lose their bonus)? May...
by Karoushi
Tue Feb 12, 2013 8:37 pm
Forum: Top Priority Game Design
Topic: Happiness, Influence, & Allegiance
Replies: 117
Views: 40783

Re: Happiness, Influence, & Allegiance

To clarify, are you proposing a one-time colony-founding cost, or that colonies will be a drain on that resource until they mature? Cost every turn for each colony controlled. Some colonies output more of the resource than they cost, thus funding other colonies that cost more than they output. Newl...
by Karoushi
Tue Feb 12, 2013 8:28 pm
Forum: FreeOrion Project
Topic: What's Next after v0.4.2?
Replies: 5
Views: 1638

Re: What's Next after v0.4.2?

I've been considering the usefulness of a "cheat" mode (similar to Minecraft creative mode) where you play the game but can also add any ships/buildings/techs in any location to any side. The purpose is for expedited testing, which is not easy for end-game or rare stuff. Don't know if this would be...
by Karoushi
Tue Feb 12, 2013 10:40 am
Forum: Other Game Design
Topic: Aggressive/Active Planetary Defense
Replies: 21
Views: 1719

Re: Aggressive/Active Planetary Defense

Alternatively we could provide a hull that has no fuel or zero starlane speed, but improved in other aspects. This would require designing and building defence platforms "manually" by player, which might be not really super fun. Designing would be fine with me. However, this would limit it to where...
by Karoushi
Tue Feb 12, 2013 10:29 am
Forum: Other Game Design
Topic: Production Equalization
Replies: 30
Views: 1253

Re: Production Equalization

does that fleet maintenance fee scale or is it a set number per ship hull cost = base hull cost + (5% * number of ships) doesn't scale enough What would be the proper scaling, in your opinion? In 100 system universes, I'm averaging about 700 ships at turn 260 (@Divilish - here's another metric for ...