Search found 50 matches
- Fri Nov 29, 2019 2:31 am
- Forum: Other Game Design
- Topic: Should fighters really act as cannonfodder?
- Replies: 79
- Views: 14452
Re: Should fighters really act as cannonfodder?
Thanks, I stand corrected. :D I think that'll be an improvement over the previous system of completely untouchable perma-stealth carriers. Stealth will still be potentially worth having, though, to keep the carriers alive through the perilous Round 1 before they'll have a screen of drones to help ta...
- Thu Nov 28, 2019 9:49 pm
- Forum: Other Game Design
- Topic: A little less comsat spam
- Replies: 30
- Views: 6938
Re: A little less comsat spam
With preferential targeting one could add higher probabilities of hitting targets with higher combat value (ship weapon damage * ship structure) Strategically ideal targeting would probably prioritize "vulnerable, high value" targets, using something like the division (ship weapon damage ...
- Thu Nov 28, 2019 8:47 pm
- Forum: Other Game Design
- Topic: Should fighters really act as cannonfodder?
- Replies: 79
- Views: 14452
Re: Should fighters really act as cannonfodder?
You should start a recent build, it looks you have outdated data. E.g. stealth carriers are solved(in my opinion). I've played the most recently released build ( 0.4.8 ). The only more recent github change I know of that would affect this ( #2343 ) keeps fighterless carriers from maintaining blocka...
- Thu Nov 28, 2019 12:04 pm
- Forum: Other Game Design
- Topic: Ships in production should cost upkeep
- Replies: 21
- Views: 6317
Re: Ships in production should cost upkeep
Currently, optimal strategy typically involves queuing up dozens or even hundreds of comsats at each border system, letting them build 2/3 of the way, and then leaving them on the bottom of the queue, ready to pop out at a moment's notice, should invaders approach. This is a tremendously cheap insur...
- Thu Nov 28, 2019 11:37 am
- Forum: Other Game Design
- Topic: Should fighters really act as cannonfodder?
- Replies: 79
- Views: 14452
Re: Should fighters really act as cannonfodder?
From my perspective, there are two big problems in this ballpark, and I don't think eliminating drone-targeting would help either of them. First, there's the problem that decoys (esp. comsats, but also cheap componentless flux ships), have way too big of an effect on combat outcomes for their cheap ...
- Thu Jan 17, 2019 11:54 pm
- Forum: Scripting & Balancing
- Topic: How to add a variable to ships/parts?
- Replies: 23
- Views: 19883
Re: How to add a variable to ships/parts?
It feels inefficient and needlessly convoluted to create a separate special to keep track of a changing capacity for a (type of) ship part on a particular ship, when (types of) ship parts already do have capacities and max-capacities for each ship. We can already use NoDefaultCapacityEffect to overr...
- Thu Jan 17, 2019 6:37 pm
- Forum: Scripting & Balancing
- Topic: Can scripts access whether a ship has been damaged?
- Replies: 11
- Views: 8159
Re: Can scripts access whether a ship has been damaged?
Thanks folks for pointing out that a version of "split off damaged ships" functionality does exist. I had no idea that was there because it doesn't appear when all your ships are healthy, which is the main circumstance when I've used the right-click interface, mostly just to split apart tr...
- Thu Jan 17, 2019 2:25 am
- Forum: Scripting & Balancing
- Topic: Can scripts access whether a ship has been damaged?
- Replies: 11
- Views: 8159
Re: Can scripts access whether a ship has been damaged?
Yeah, it would be a nice quality of life improvement to have the right-click menu that includes things like "Split fleet" also include an option to "Split off injured ships" (or perhaps multiple such options, with different percent-thresholds for what counts as "injured"...
- Wed Jan 16, 2019 5:37 pm
- Forum: Scripting & Balancing
- Topic: How to add a variable to ships/parts?
- Replies: 23
- Views: 19883
Re: How to add a variable to ships/parts?
There is no such thing as a capacity of a part *on*this*ship*. The PartCapacity belongs to the parts design not to the ship. Well, it certainly *seems* like there is such a thing as a capacity for a part (or at least a part-type) on a particular ship. E.g., if you look in the FOCS for Solar Concent...
- Wed Jan 16, 2019 2:15 am
- Forum: Scripting & Balancing
- Topic: How to add a variable to ships/parts?
- Replies: 23
- Views: 19883
Re: How to add a variable to ships/parts?
Also note that there is a PartCapacity condition to query the capacity of a part "design" (note this value is not ship dependent) Yes, the non-ship-dependence is a problem I've been running into. I can (I think) change the capacity of a part I put on the ship, but I don't seem to be able ...
- Tue Jan 15, 2019 10:52 am
- Forum: Programming
- Topic: Species InterDesign Academy Research bugfix
- Replies: 2
- Views: 5563
Species InterDesign Academy Research bugfix
The Species InterDesign Academy does not provide a noticeable research boost. I think the problem is that in line 94, its effect on research-focused planets is this: 94 SetResearch value = Value + 5 This has the effect of quickly ramping up the research meter to its maximum value (like force-energy ...
- Mon Jan 14, 2019 5:52 pm
- Forum: Programming
- Topic: TurnTechResearched not working the first turn
- Replies: 14
- Views: 9388
Re: TurnTechResearched not working the first turn
So, here's how I understand what's going on, sticking with the example where the player gets their own research-complete SitRep on Turn 20. On Turn 19, the research screen shows that I'm 1 turn away from finishing research on Active Radar. I click to end my turn. The game processes various events, i...
- Sun Jan 13, 2019 6:20 am
- Forum: Scripting & Balancing
- Topic: Can scripts detect which empires are AI-controlled?
- Replies: 4
- Views: 6193
Can scripts detect which empires are AI-controlled?
Can scripts detect which empires are AI-controlled? I know that many folks around here have been motivated by a design philosophy that is averse to letting the AI "cheat" in any way. An idealistic part of me shares that sentiment, but another part of me is much more pragmatic, and recogniz...
- Sun Jan 13, 2019 5:58 am
- Forum: Scripting & Balancing
- Topic: Can scripts access whether a ship has been damaged?
- Replies: 11
- Views: 8159
Can scripts access whether a ship has been damaged?
In game, it would be helpful if the numerous SitReps reporting ship damaged in a battle could prominently display the *amount* of damage each ship received (or perhaps even better report its current structure / maximum structure), and not just that the ship had been damaged, as that would remove som...
- Sun Jan 13, 2019 1:47 am
- Forum: Programming
- Topic: TurnTechResearched not working the first turn
- Replies: 14
- Views: 9388
Re: TurnTechResearched not working the first turn
Ok, so I've now experimented quite a lot with this, and it turns out I wasn't entirely right, but I don't think the problem really has anything to do with TurnTechResearched nor OwnerHasTech. Instead, I think the problem is just that I can't find an opportunity to execute scripts between the time wh...