Search found 416 matches

by Magnate
Sat Feb 27, 2021 10:16 pm
Forum: Play-Testing Feedback
Topic: Orbital bombardment 0.4.10.1
Replies: 2
Views: 74

Orbital bombardment 0.4.10.1

Hi all,

Does orbital bombardment with EMP Pulse Generator reduce pop or troops or both?

If it doesn't reduce troops, is there anything else that does, other than landing your own troops?


Thanks
by Magnate
Sun Feb 07, 2021 10:40 am
Forum: Play-Testing Feedback
Topic: V0.4.10.1 Feedback
Replies: 14
Views: 767

Re: V0.4.10.1 Feedback

It's not KISS that the racial bonus is multiplicative.
by Magnate
Sun Feb 07, 2021 10:00 am
Forum: Play-Testing Feedback
Topic: Temporal anomaly bug?
Replies: 14
Views: 269

Re: Temporal anomaly bug?

Wow, so bad research is much more of a malus than I thought, as it takes 25% off every tech advantage (except the flat ones). Does the same apply to bad production too? And to good research/production? Very interesting. I've never noticed that before, I thought the good/bad only affected the focus b...
by Magnate
Fri Feb 05, 2021 1:46 pm
Forum: Play-Testing Feedback
Topic: Temporal anomaly bug?
Replies: 14
Views: 269

Re: Temporal anomaly bug?

Sorry, I should have said, this is unmodified 0.4.10.1, and the Temporal Anomaly still says 5 RP per pop. The population is now 1.12 and the full list of bonuses is: Abbadoni Research Focus +0.23 Special Temporal Anomaly +5.62 Algorithmic Elegance +0.06 Enclave of the Void +0.17 Abbadoni Bad Researc...
by Magnate
Fri Feb 05, 2021 9:58 am
Forum: Play-Testing Feedback
Topic: Temporal anomaly bug?
Replies: 14
Views: 269

Temporal anomaly bug?

Hi all, is this a bug? Brand new colony, 1.00 pop, on a temporal anomaly world, focus set to research: Research focus +0.20 Temporal anomaly +5.00 Abbadoni bad research -1.35 That last term should be -0.10, right? Bad research is a 50% penalty to the research focus. All my other Abbadoni research co...
by Magnate
Mon Nov 09, 2020 9:25 pm
Forum: Play-Testing Feedback
Topic: Specials and Monsters frequency
Replies: 14
Views: 1355

Re: Specials and Monsters frequency

This is what went into master: https://github.com/freeorion/freeorion/commit/5c5b9dcd787155db400b60584dbd712b7c76b562 There was no addition of new options. I didn't reduce Low much because 0.05 made it really hard to get just one growth special for each metabolism in 150 systems. Did I read that wr...
by Magnate
Fri Oct 30, 2020 8:34 am
Forum: General Discussion
Topic: English language doubts (for FO documentation)
Replies: 6
Views: 1129

Re: English language doubts (for FO documentation)

There is a difference worth making clear, between the current focus of a planet, and the available foci of a planet. I suggest we use different wording to keep this clear: "This planet is set to [the] Research focus" implies information about its current state. (I'm with Geoff that the definite arti...
by Magnate
Fri Oct 30, 2020 8:23 am
Forum: Play-Testing Feedback
Topic: Specials and Monsters frequency
Replies: 14
Views: 1355

Re: Specials and Monsters frequency

Thanks Wobbly, i would indeed love to see low down at 0.05 or 0.02, especially for monsters. Are those low/medium/high numbers specific to specials, or are they also used for monsters and starlanes and other settings? IMO it would be better to have different values for different settings options. Al...
by Magnate
Mon Oct 05, 2020 6:45 pm
Forum: General Discussion
Topic: Twelfth game on the multiplayer slow game server
Replies: 83
Views: 3128

Re: Twelfth game on the multiplayer slow game server

I always start by building troop ships, because I never ever have enough queued or ready when I find natives. Of course, if I do this, it guarantees that I don't find natives I guess you didn't check out galaxy settings for this last game: no natives :lol: Doh! Tbh I wasn't paying much attention at...
by Magnate
Mon Oct 05, 2020 8:42 am
Forum: General Discussion
Topic: Twelfth game on the multiplayer slow game server
Replies: 83
Views: 3128

Re: Twelfth game on the multiplayer slow game server

Interesting - thank you. I tend to place my scouts less to do with supply and more to do with being one turn from where they might go next. Gladiolus was two turns away, so a four turn round trip. I tend to get anxiety about ships being committed for that long. So yes I tend to fail to optimise in m...
by Magnate
Mon Oct 05, 2020 8:37 am
Forum: Play-Testing Feedback
Topic: Some bugs and other issues (4.10+ 2020-08-17.2240ab3)
Replies: 40
Views: 2647

Re: Some bugs and other issues (4.10+ 2020-08-17.2240ab3)

Ophiuchus wrote: Sun Oct 04, 2020 10:01 pm
Magnate wrote: Fri Oct 02, 2020 8:54 pm I'm pleased that arc disruptors got nerfed - they used to bypass shields.
? No they didn't.
Didn't they? Oh ok then, I could have sworn an early version did, but never mind.
by Magnate
Sat Oct 03, 2020 10:32 am
Forum: Programming
Topic: Mod management
Replies: 2
Views: 122

Mod management

Hi all, Has any thought been given to how to manage mods? The example I have in mind is this: I want to play two games, interchangeably, using one installation. One totally vanilla, default settings, one with non-default hull costs, tech costs, part costs, combat rounds, weapon damage scaling, struc...
by Magnate
Fri Oct 02, 2020 8:54 pm
Forum: Play-Testing Feedback
Topic: Some bugs and other issues (4.10+ 2020-08-17.2240ab3)
Replies: 40
Views: 2647

Re: Some bugs and other issues (4.10+ 2020-08-17.2240ab3)

Issues Bombardment has a significant research cost with a different type of bombardment for each metabolism (this part is potentially OK) but then the specific equipment slot is a unique part for each (not OK). The problem here is that you either have to design and build specific bombardment ships ...
by Magnate
Fri Oct 02, 2020 8:16 pm
Forum: General Discussion
Topic: Thirteenth game on the multiplayer slow game server
Replies: 118
Views: 3949

Re: Thirteenth game on the multiplayer slow game server

I'm going to sit this one out - I have my own 0.4.10 server running and I'm going to resurrect my own MP game with vastly more systems per player (60 or so) and the experimental anti-chaff measure of very expensive ship hulls (hull cost x3, part cost x0.5 as previously discussed - with colony/outpos...