Search found 3293 matches

by MatGB
Fri Jan 12, 2018 1:30 pm
Forum: Scripting & Balancing
Topic: Auto upgrade Flak
Replies: 9
Views: 8266

Re: Auto upgrade Flak

The 'comsat' hull is a workaround that creates several problems within the game, but no one has come up with a better solution for what it's actually for. Excluding it from certain techs is certainly acceptable, but if you remove reinforced hull I'd also want to make it not blown up by mines: we nee...
by MatGB
Thu Jan 11, 2018 8:48 am
Forum: Play-Testing Feedback
Topic: Feedback Imperial Stockpile (round 3) - Limited Input
Replies: 65
Views: 9634

Re: Feedback Imperial Stockpile (round 3) - Limited Input

Observation: the flux hull is stealthed when stationary, including arriving at a system. If within 80uu of the next destination, it will get the full stalth bonus you've researched if you order it to move to that system. For some reason if you've ordered it to move through that system to another sys...
by MatGB
Thu Jan 11, 2018 8:45 am
Forum: Other Game Design
Topic: Mega flak cannon
Replies: 13
Views: 3572

Re: Mega flak cannon

Works for me. Not modified by species traits though, that could get a bit thorny.

We also need a core slot hanger bay and to do some work with launch tubes I think
by MatGB
Wed Jan 10, 2018 7:51 am
Forum: Scripting & Balancing
Topic: Auto upgrade Flak
Replies: 9
Views: 8266

Re: Auto upgrade Flak

I concur it shouldn't go up with MD tech, that'd mean it maxes out really early and cheaply. Linking it to either fighter techs or weapon techs makes more sense, and perhaps weapons better from a player choice point so if you don't want to use fighters you can get the anti-fighter bonus independentl...
by MatGB
Mon Jan 08, 2018 1:30 pm
Forum: Play-Testing Feedback
Topic: Lithic growth specials
Replies: 14
Views: 3874

Re: Lithic growth specials

Can string table entry reference other entries? You mention Ki Spice and Caretaker's fruit in the example. Translators would need to make sure that the names in example are translated exactly as they are outside the example. They need to be links to the Pedia name entry, then yes, they can, you can...
by MatGB
Sun Jan 07, 2018 1:02 pm
Forum: Play-Testing Feedback
Topic: General game flaw: Research rate
Replies: 3
Views: 1586

Re: General game flaw: Research rate

A formula similar to the Experimentor Start Turn macro would work, and could easily be added to the existing tech cost multiplier macro if someone wanted to test it. It's not something I'd want myself, it's far more important to get the later game tech costs right and reduce the total output of RP, ...
by MatGB
Sat Jan 06, 2018 1:16 am
Forum: Play-Testing Feedback
Topic: Lithic growth specials
Replies: 14
Views: 3874

Re: Lithic growth specials

It all applies to both, you can have more than one homeworld for a species, either set on growth will give you the bonus, both won't help. So it needs to be clear that it applies to all.
by MatGB
Thu Jan 04, 2018 11:01 am
Forum: Play-Testing Feedback
Topic: Lithic growth specials
Replies: 14
Views: 3874

Re: Lithic growth specials

Agreed, I thought we'd added it in, oversite. I think it probably needs to be added to GROWTH_FOCUS_TEXT '''The Growth Focus represents exporting rare materials and substances that can increase population of planets. Is only available in certain situations: on some homeworlds, and on planets with gr...
by MatGB
Wed Jan 03, 2018 8:06 am
Forum: Play-Testing Feedback
Topic: Lithic growth specials
Replies: 14
Views: 3874

Re: Lithic growth specials

They don't, and never should have, stack. One per empire is all you need, pick the one without a gas giant and you're good. (at some point I'm going to test giving some of the lithic species hostile for asteroids rather than uninhabitable, but I suspect loads of balance issues even though it was cle...
by MatGB
Tue Jan 02, 2018 6:18 am
Forum: Support
Topic: Scroll down (pulling closer to me) zooms out
Replies: 6
Views: 7435

Re: Scroll down (pulling closer to me) zooms out

It's also the default in Civ 5 and several other games I sometimes play.

An option to allow it to be changed would be a good feature request, but the default should be what other stuff does.
by MatGB
Tue Jan 02, 2018 1:48 am
Forum: Other Game Design
Topic: *Search* for that specific characterstring
Replies: 5
Views: 1882

Re: *Search* for that specific characterstring

It's one of the window buttons on the top right of the screen, it should be there in all versions (if it's not we've got a serious bug). Alternatively, for most things the Pedia entry lists all instances of the item (ship design, special, etc), so opening a pedia window for a specific special will g...
by MatGB
Fri Dec 29, 2017 10:17 pm
Forum: General Discussion
Topic: non mobile ships, please do not dispatch
Replies: 4
Views: 2030

Re: non mobile ships, please do not dispatch

Non mobile ships can't move, so it doesn't matter and makes no difference.
by MatGB
Tue Dec 26, 2017 7:48 pm
Forum: Support
Topic: Possible bug in build 2017-12-11.05ee54a
Replies: 16
Views: 11075

Re: Possible bug in build 2017-12-11.05ee54a

@Oberlus Thanks for that information, though I haven't ever noticed any boost - perhaps because by that stage I'm usually expanding quite fast and getting other production-related tech. Maybe a brief note in the relevant Pedia entries tp prevent other newbies getting confused? I just checked. Pleas...
by MatGB
Sat Dec 23, 2017 2:07 pm
Forum: General Discussion
Topic: Hardest games ever
Replies: 37
Views: 27955

Re: Hardest games ever

Yeah, obviously the AI normally improves over time, then we add a new feature that messes them up and that needs work, etc. But normally a massive advantage is had capturing a homeworld, so if you're capapble of getting a decent start and swamping a specific AI very early you can then get the next o...
by MatGB
Fri Dec 22, 2017 2:41 pm
Forum: Other Game Design
Topic: More dependencies on strategic resources (ship build on )
Replies: 18
Views: 4154

Re: More dependencies on strategic resources (ship build on

What you can do is, like Mat suggested, make some boni or extras dependent on the growth specials. E.g. if you build your organic shipyards at a planet with an organic growth special, the built time for organic ship is shortened (probiotic soup makes organic hulls grow faster!). Robotic hulls could...