Search found 580 matches

by labgnome
Sat Oct 05, 2019 2:35 pm
Forum: Scripting & Balancing
Topic: [Balance] Natives
Replies: 30
Views: 962

Re: [Balance] Natives

I would not remove their maluses, maybe give them some mid/late tech that "upgrades" one level the luminosity of a star. I could see that as an alternative. Having separate habitability techs for different metabolisms... I don't see the point, appart from having more stuff to research. Yes, it adds...
by labgnome
Sat Oct 05, 2019 1:12 pm
Forum: Other Game Design
Topic: Ultra-wide Outpost Bonus
Replies: 3
Views: 4897

Re: Ultra-wide Outpost Bonus

So a link back to an old thread sent me back to one of my old suggestions to nerf the Egassem by making them planet-bound. Anyway that got me thinking about a playable planet-bound species, and the fact that you would need to expand in a different way as a single-planet species. Techs: Fully-Automat...
by labgnome
Sat Oct 05, 2019 12:12 pm
Forum: Scripting & Balancing
Topic: [Balance] Natives
Replies: 30
Views: 962

Re: [Balance] Natives

I'm not sure quite what you had in mind here, but i really like your approach. A simple enough thing would be to attach the three growth specials for self-sustaining to the three growth techs Symbiotic Biology, Xenological Genetics, and Xenological Habitation. This would preserve maintain much of o...
by labgnome
Sat Oct 05, 2019 1:32 am
Forum: Scripting & Balancing
Topic: [Balance] Natives
Replies: 30
Views: 962

Re: [Balance] Natives

- Regarding the Kobuntura specifically, perhaps addressing self-sustaining can be part of this. I think it's generally agreed the Trith are too strong right now as well. I'm fairly sure i read some suggestions about this a couple years back (MatGB i think); i'll see if i can locate that. Just colle...
by labgnome
Mon Sep 23, 2019 5:18 pm
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 8
Views: 564

Re: Colony and fleet influence upkeep mechanics [RFC]

There has also been a lot of call of influence upkeep based on number of species in your empire. This is especially relevant regarding the recent discussion on balancing natives. Maybe something with number of species divided by number of colonies?
by labgnome
Mon Sep 23, 2019 4:30 pm
Forum: Scripting & Balancing
Topic: [Balance] Natives
Replies: 30
Views: 962

Re: [Balance] Natives

But you're right of course. We definitely could use a lot more native species, to have more variety. I wouldn't even mind if some native species were quite similar, because IMO it would be ideal if each species would occur only once in the game (more immersive, and would avoid the issues that come ...
by labgnome
Sun Sep 22, 2019 2:10 pm
Forum: Scripting & Balancing
Topic: [Balance] Natives
Replies: 30
Views: 962

Re: [Balance] Natives

The most obvious way to solve this would be to thoroughly revise the entire roaster of native species. Make the more powerful natives harder to acquire (by spawning guard ships like the Acirema get, by providing them with special boni that increase their ground troops, etc.), make easier to acquire...
by labgnome
Sun Sep 15, 2019 1:52 pm
Forum: Scripting & Balancing
Topic: [Balance] Natives
Replies: 30
Views: 962

Re: [Balance] Natives

If it does not happen already, better species should all have moderate or high tech special depending on how good they are. It does not happen already, currently there is only one species that always has the high tech special, the Lemba-lam I believe, and they give technology. I suppose one questio...
by labgnome
Sat Sep 14, 2019 8:09 pm
Forum: Scripting & Balancing
Topic: [Balance] Natives
Replies: 30
Views: 962

Re: [Balance] Natives

So one thing I think we need to establish, if native species are really a problem, is where the imbalance lies. There seems to actually be two arguments at play here. Native species are too fast of an option Native species are too cheap of an option Now one does not preclude the other, but I think w...
by labgnome
Thu Sep 12, 2019 8:58 pm
Forum: Scripting & Balancing
Topic: Reducing planet's population upon conquest
Replies: 13
Views: 5103

Re: Reducing planet's population upon conquest

So as someone who likes native species and having a diverse empire I don't think I like the idea of penalizing the only way to diversify your empire before we establish mechanics on how to otherwise integrate new species into our empires. I especially don't like the idea of loosing a significant por...
by labgnome
Thu Aug 22, 2019 12:59 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 19
Views: 14732

Re: Poll: Habitability Techs/Policies

I didn't explain myself enough. If I apply a policy that let me colonise a certain set of planets (irrelevant here if that is "poor planets" or "swamp planets" or whatever) and I colonise some of those planets and reach certain population level on them, and then I remove that policy (to apply somet...
by labgnome
Tue Aug 20, 2019 4:49 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 19
Views: 14732

Re: Poll: Habitability Techs/Policies

Bio, Mechanical->Terraforming (Slow v. Expensive) I'd prefer one form of terraforming myself, but that gets into things that might be off-topic, like wanting to be able to mod-in new planet classes in FOCS. Cybernetic->selfModification (Metabolism based policies) for habitability I'm thinking "Envi...
by labgnome
Sat Aug 17, 2019 11:06 pm
Forum: Other Game Design
Topic: Themed tech categories (Help wanted)
Replies: 107
Views: 33113

Re: Themed tech cateogries (Help wanted)

Are they not actually Robotic Line? Or is it an oversight? They are technically currently part of the robotic hull line. However the robotic hull line is somewhat of a "wastebin" taxon really covering everything that isn't organic, asteroid or energy hulls. The "core" robotic hulls are really the r...
by labgnome
Fri Aug 16, 2019 4:49 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 19
Views: 14732

Re: Poll: Habitability Techs/Policies

2. Biotech: terraforming (possibly with reductions to time and cost) Crystal: environment specific boosts (possibly separated by policies) Cybernetic: metabolism specific habitability boosts (separated by policies) Energy: habitable environment boosts (for synergy with other themes) Mechanical: met...
by labgnome
Fri Aug 16, 2019 2:19 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 19
Views: 14732

Re: Poll: Habitability Techs/Policies

I would have the habitability techs spread around to the different themes (1 with terraforming, 3 with a "metabolism specific modification for survival" Policy-one for each metabolism, 3 with "allows colonization of adequate/hostile" techs, 2 with boosts for good environment, 2 with boosts for host...