Search found 749 matches

by Ophiuchus
Tue Apr 23, 2019 9:38 pm
Forum: General Discussion
Topic: Up-to-date Test Snap
Replies: 23
Views: 817

Re: Up-to-date Test Snap

Released weekly build: freeorion_2019-04-22.77d2c28 rev=23 channel=beta News: Lots of multiplayer improvements (o01leg) New AI Mission Type: PROTECT_REGION (morlic) french updates as usual (Ouaz) AI is broken in that revision, so I rolled back to revision 22. If somebody knows how to mark that revi...
by Ophiuchus
Tue Apr 23, 2019 8:14 pm
Forum: Other Game Design
Topic: Ideas for small/atomic theme categories
Replies: 11
Views: 96

Re: Ideas for small/atomic theme categories

In order for a distributed empire strategy one needs a way to come up with meaningful PPs and hidden colonies. Ship stealth and (re)fuel tech are also helpful. So you need at least the first two of the following micro-themes distributed resources (mainly stockpile, far rare resource mining (policy t...
by Ophiuchus
Tue Apr 23, 2019 2:49 pm
Forum: Programming
Topic: Turn timeout
Replies: 13
Views: 164

Re: Turn timeout

I mean instance is a server process itself and game is a game session between game initialization or loading and finishing game. Not sure I entirely understand, but it still sounds like the turn timer period should be an option, not a rule. The server's current turn timer server option could be adj...
by Ophiuchus
Tue Apr 23, 2019 2:42 pm
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 33
Views: 231

Re: Themed Tech Tree Fundamentals

I think the only consensus, so far, is that we are discussing tiered linear technology branches, not TAR model. There is no reason to assume anyone is still referencing the old graph model with TAR instead. I am willing to bring back discussion of the TAR system, over the proposed tier system. I th...
by Ophiuchus
Tue Apr 23, 2019 2:35 pm
Forum: Other Game Design
Topic: About Tech Tree GUI
Replies: 6
Views: 53

Re: About Tech Tree GUI

There is no consensus yet on the number of themes. We can forget about the GUI part for now, but my point is different tech tree structures will influence the GUI and its usefulness, and some players will prefer a given structure depending on how pleasant can be the GUI. For example Ophiuchus, if I...
by Ophiuchus
Tue Apr 23, 2019 12:02 am
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 33
Views: 231

Re: Themed Tech Tree Fundamentals

As far as UI is concerned, let's make one thing clear: there is no reason to display all the themes on a single screen. They should be accessible as separate screens, using tabs or icons or a list. That is true, whether we adopt 3 tech themes or 20. Of course in principle there is reason to display...
by Ophiuchus
Mon Apr 22, 2019 9:11 pm
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 33
Views: 231

Re: Themed Tech Tree Fundamentals

.. That said, there are some things I'd absolutely object to, and probably would veto. Having themed trunks that are intended to offer everything, so that a player can viably pursue only one, but that runs out of interesting/useful stuff to research already at midgame for a typical empire in a typi...
by Ophiuchus
Mon Apr 22, 2019 8:54 pm
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 33
Views: 231

Re: Themed Tech Tree Fundamentals

I think your idea of atomic/orthogonal functional branches is not the best option left. I'll reply more verbosely, when I have more time, but I think that is a gross oversimplification of what Vezzra suggests. Too many words, too few numbers for me. I seem to get lost in the discussion LOL I defini...
by Ophiuchus
Mon Apr 22, 2019 7:52 pm
Forum: Other Game Design
Topic: Tech Themes: Exobot Rework, Terraforming and Growth Boosts
Replies: 27
Views: 288

Re: Tech Themes: Exobot Rework, Terraforming and Growth Boosts

... That was a lot of ideas. I see also some gaps you can maybe fill in. Are you imagining the supply/hab techs to be non-stackable across themes? Do the supply/hab buildings have local effect? Also the things you write about troops do not exist in freeorion (no troops consumption). Astroliths look...
by Ophiuchus
Mon Apr 22, 2019 7:34 pm
Forum: Other Game Design
Topic: Themed tech cateogries (Help wanted)
Replies: 77
Views: 1327

Re: Themed tech cateogries (Help wanted)

That being said I was assuming all the time, that you were actually designing the very thing that Vezzra described and that the 4-5 trunk system was merely a prototype or initial draft. I haven't played in a while, but the idea of 10-20 themes was what appealed to me, instead of "choose your techno...
by Ophiuchus
Mon Apr 22, 2019 6:26 pm
Forum: Other Game Design
Topic: Themed tech cateogries (Help wanted)
Replies: 77
Views: 1327

Re: Themed tech cateogries (Help wanted)

I know having branching themes was discussed, maybe psionics could be a branch off of energy? Still forces you to pick/research energy to get to psionics, which in my book aren't really related things. This is something that needs to be avoided: to have to research through a bunch of stuff you're n...
by Ophiuchus
Mon Apr 22, 2019 6:22 pm
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 33
Views: 231

Re: Themed Tech Tree Fundamentals

edit1: disclaimer - i probably misread Vezzra that he was going for many atomic functional themes instead of lean themes, so read the following with a huge grain of salt ;) Those weaknesses and strengths should not be so severe that playing with just one theme is practically impossible (ie no ship w...
by Ophiuchus
Mon Apr 22, 2019 2:35 pm
Forum: Other Game Design
Topic: Crystal weapons proposal, too complicated?
Replies: 11
Views: 111

Re: Crystal weapons proposal, too complicated?

One could gate the activation of the concentration effect of the laser part to only be applied if there is no diffraction part on board. So should work Hmmm! Let's see. Make diffractor and concentrator parts mutually exclusive. Then... No, I still don't see it (or I haven't understood you). I meant...
by Ophiuchus
Sun Apr 21, 2019 6:39 pm
Forum: Play-Testing Feedback
Topic: Played some games, some thoughts
Replies: 5
Views: 138

Re: Played some games, some thoughts

I've even mulled over the idea of completely throwing out detection range and make detection a thing that works only in-system. So, if you want to know what's going on in a system, you've send something capable of detection there. Probably wanna know about all neighboring systems at least. Having t...
by Ophiuchus
Sun Apr 21, 2019 3:24 pm
Forum: Other Game Design
Topic: Crystal weapons proposal, too complicated?
Replies: 11
Views: 111

Re: Crystal weapons proposal, too complicated?

One could gate the activation of the concentration effect of the laser part to only be applied if there is no diffraction part on board. So should work