Search found 3433 matches
- Wed Mar 27, 2024 11:04 pm
- Forum: Other Game Design
- Topic: Planet Specials
- Replies: 31
- Views: 21580
Re: Planet Specials
p.s.: one crazy idea I just had would be having a bonus for species types based on the planet type.. so you could e.g. use terraforming to influence it... but I think it would not fit the growth special idea. I'm all for crazy ideas, but I don't really understand yours ? I meant something like an i...
- Sun Mar 24, 2024 6:01 pm
- Forum: Other Game Design
- Topic: Planet Specials
- Replies: 31
- Views: 21580
Re: Planet Specials
I like the idea of a hidden growth special. Make it all Metabolism. 1/3 of the boost (+1 pop on a medium). Unique like the world tree, and basically in the same tier as world tree, honeycomb and Computronium moon. Also keep in mind that new specials, new policies, new "x", needs new artwor...
- Sun Mar 24, 2024 5:43 pm
- Forum: Play-Testing Feedback
- Topic: Augmentation/Black Markets/Isolation Review
- Replies: 22
- Views: 1021
Re: Augmentation/Black Markets/Isolation Review
I've never adopted Isolation because every single time it was a neat loss. Sometimes it was a loss of stability for every single colony I had. There was some room for improvement in some niche cases, in which I could have neglected some relatively good planets in order to keep my planets separated ...
- Fri Mar 22, 2024 5:48 pm
- Forum: Play-Testing Feedback
- Topic: Checkpoints Policy Review + Related stealth changes
- Replies: 15
- Views: 823
- Fri Mar 22, 2024 5:46 pm
- Forum: General Discussion
- Topic: Twenty-seventh game on the multiplayer slow game server
- Replies: 45
- Views: 1488
Re: Twenty-seventh game on the multiplayer slow game server
Once more I suggest tweaking positions of systems after creating starlanes and positioning empires.
- Fri Mar 22, 2024 5:42 pm
- Forum: General Discussion
- Topic: Twenty-sixth game on the multiplayer slow game server
- Replies: 327
- Views: 187765
Re: Twenty-sixth game on the multiplayer slow game server
build location condition that checks for Species I guess or Population low 0 or something The check is wrong. Compare: i dont see the problem you see with the check. the check was not existing, i added the Population check after the problem was reported. it should not be possible to build an indepe...
- Mon Mar 18, 2024 11:02 am
- Forum: Play-Testing Feedback
- Topic: Annexation feedback
- Replies: 31
- Views: 4443
Re: Annexation feedback
yikes. Is stability part of annexation cost? auto DefaultAnnexationCost() { return std::make_unique<ValueRef::Operation<double>>( ValueRef::OpType::MAXIMUM, MinimumAnnexCost(), (ScaledPop() * ExpBaseSpeciesOpinion() * ExpBaseStability()) + (BuildingAnnexCostScaling() * BuildingCostsSum(SourceOwner(...
- Mon Mar 11, 2024 6:14 pm
- Forum: Play-Testing Feedback
- Topic: Annexation feedback
- Replies: 31
- Views: 4443
Re: Annexation feedback
try letting defense troops increase annexation cost. Not 2x, just a small multiplier, x(1+troops/20) or a small addition, +troops/10. not much of a fan of small effects. if it is not noticable.. then why bother and add the complexity? small effects only makes sense if there are many sources for it ...
- Mon Mar 11, 2024 10:27 am
- Forum: Play-Testing Feedback
- Topic: Annexation feedback
- Replies: 31
- Views: 4443
Re: Annexation feedback
Yep my argument is pretty similar. If you have a way to bypass troops then the value of the defense troop techs is much lower, ..hm.. and they weren't of high value to start with. i think troops should matter on invasion. we could e.g. all around double the defense troop amount (or only of defense ...
- Mon Mar 11, 2024 9:08 am
- Forum: Play-Testing Feedback
- Topic: Annexation feedback
- Replies: 31
- Views: 4443
Re: Annexation feedback
I'd argue for including troops in the annex cost (if not already counted). A well garrisons colony should be more expensive to turn. Side note: The fluff does not fit too well though (and is also highly species dependent). Its not clear if persuading 90 troops is more effort than persuading 9 troop...
- Sat Mar 09, 2024 9:00 pm
- Forum: General Discussion
- Topic: Twenty-sixth game on the multiplayer slow game server
- Replies: 327
- Views: 187765
Re: Twenty-sixth game on the multiplayer slow game server
Maybe there was some misunderstanding, I mean that the system itself is marked as having ownership there, in-system supply, without seeing any planet etc. It's not that this supply extended to neighboring systems no. it should not leak the information. maybe this happened when we fixed the supplyin...
- Sat Mar 09, 2024 8:56 pm
- Forum: FreeOrion Project
- Topic: 0.5.0.1 bugfix/maintenance release
- Replies: 18
- Views: 11190
Re: 0.5.0.1 bugfix/maintenance release
flathub does not support development releases. i know that the flathub builder supports tests builds.
you/we need to directly ask the flatpak maintainer; i think he is not in the loop
- Wed Mar 06, 2024 11:19 am
- Forum: General Discussion
- Topic: Twenty-sixth game on the multiplayer slow game server
- Replies: 327
- Views: 187765
Re: Twenty-sixth game on the multiplayer slow game server
but I still saw supply there so knew something js there (so goodbye idea that with zero supply you are not visible, eh? If it even was the idea, not sure, there is this "no supply" policy but I guess it is for more stealth and nit necessarily to hide supply). The idea was that zeroing sup...
- Thu Feb 22, 2024 10:59 am
- Forum: General Discussion
- Topic: Twenty-sixth game on the multiplayer slow game server
- Replies: 327
- Views: 187765
Re: Twenty-sixth game on the multiplayer slow game server
The snap channel was updated to 2024-02-14.395bd4c weekly test build.
- Wed Feb 21, 2024 11:08 am
- Forum: General Discussion
- Topic: Twenty-seventh game on the multiplayer slow game server
- Replies: 45
- Views: 1488
Re: Twenty-seventh game on the multiplayer slow game server
I could imagine making a ⭐ star like shape or spoke without rim shape, regardless of how many people you have, each would get one. maybe universe creation could start out with such a shape, then place empires, then do some distortion afterwards (without changing topology). In this case e.g. do a st...