Search found 251 matches

by labgnome
Mon Mar 26, 2018 4:18 pm
Forum: Other Game Design
Topic: Non-stockpiling alternative to the Imperial Stockpile
Replies: 28
Views: 926

Re: Non-stockpiling alternative to the Imperial Stockpile

That's easily solved if we stick with the idea that the IS is a special case mechanic, the exepction to the default traditional PP resource distribution scheme. In that case, distributing PP along supply lines and not stockpiling them is the default, which applies when no special policy ist set. Th...
by labgnome
Mon Mar 26, 2018 3:35 pm
Forum: FreeOrion Project
Topic: Policy regarding license statements
Replies: 37
Views: 1351

Re: Policy regarding license statements

Sorry, but you really underestimate how easy contributions nowadays are. Dude. I was thinking of going at all your various points. But honestly I really just have to say that a lot of what you say is kind of inappropriate. I specifically said that Git is difficult for me to use, and that I'm not al...
by labgnome
Fri Mar 23, 2018 11:40 pm
Forum: FreeOrion Project
Topic: Policy regarding license statements
Replies: 37
Views: 1351

Re: Policy regarding license statements

Would that really be that much of an issue? Considering we already require artists to provide PRs for our assets repo which have to include proper license statements. I mean I still don't understand github, and I have met a number of other people in a similar boat, who have basically had to leave p...
by labgnome
Fri Mar 23, 2018 10:53 pm
Forum: Other Game Design
Topic: Extending ship reach to be significantly higher than supply
Replies: 28
Views: 1409

Re: Extending ship reach to be significantly higher than sup

To understand what i mean you must understand what the system in traveller is. Its the classic hex-map. So every "system" is 1jump- connected to six other systems, 2jump-connected to twelve systems, 3jump-connected to 18 systems. So to "copy the board" using galaxy set up for up to 3jump, every sys...
by labgnome
Fri Mar 23, 2018 10:29 pm
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 23
Views: 1072

Re: Policy Cards Jumble

I was talking about Choosing None as an imperial species. (essentially all species are equal) ...I was just mentioning that "None=Imperial species" wouldn't work with Xenocide (equally exterminate all species in your empire) So this is exactly what Xenophilia would be. Right now the only capitol-li...
by labgnome
Fri Mar 23, 2018 9:39 pm
Forum: Other Game Design
Topic: Non-stockpiling alternative to the Imperial Stockpile
Replies: 28
Views: 926

Re: Non-stockpiling alternative to the Imperial Stockpile

To be honest I thought the whole stockpile idea was terrible form the beginning, and am not in the least surprised that it's struggled in implementation to fulfill the original goals that caused the design team to take it on to begin with. Frankly some of the other ideas mentioned around the time as...
by labgnome
Fri Mar 23, 2018 6:06 pm
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 23
Views: 1072

Re: Policy Cards Jumble

A key feature of Free Orion is that Species doesn't equal Empire. Very true, and something I would keep. So presumably it would be if your "imperial species" is Xenophobic, you can/cannot choose those. Or "imperial species" must be Telepathic for Gestalt.... possibly some technology could allow you...
by labgnome
Wed Mar 21, 2018 7:58 am
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 23
Views: 1072

Re: Policy Cards Jumble

Okay so I have some a whole lot of thought on policy cards. namely thinking about Civ VI's system, and how Free Orion is different and what I think would be the most logical way to handle and organize policies. Policy Slot Categories Academic Policy Slot: this would be for policies that effect resea...
by labgnome
Wed Mar 07, 2018 12:05 am
Forum: Other Game Design
Topic: Extending ship reach to be significantly higher than supply
Replies: 28
Views: 1409

Re: Extending ship reach to be significantly higher than sup

I also wouldnt want to copy the "board" like in traveller (which is hmm fully-connected which would mean a lot of extra starlanes which would need to be introduced; this would clutter up the galaxy in an evil way). What i would want would be a few shortcuts only possible to pass with the right tech...
by labgnome
Tue Mar 06, 2018 6:41 pm
Forum: Scripting & Balancing
Topic: Terraforming costs v fractional production—new system needed
Replies: 49
Views: 2458

Re: Terraforming costs v fractional production—new system ne

Hmm, that's a very interesting proposal you have there, defining the planet types in the scripts :D It would open up a whole lot of possibilities. Namely my chief proposal for balancing potential gas planet species, native or playable: introduce multiple types of gas planets. That way even with a p...
by labgnome
Tue Mar 06, 2018 2:00 am
Forum: Other Game Design
Topic: Extending ship reach to be significantly higher than supply
Replies: 28
Views: 1409

Re: Extending ship reach to be significantly higher than sup

The discussion reminds me of the star drives in the old traveller RPG. There you had drives which could do a n-jump (1-jump, 2-jump, 3-jump, 4-jump..) Um, no. I was thinking something more like Sword of the Stars, where different types of starlane networks could be used by different empires, to the...
by labgnome
Tue Mar 06, 2018 1:42 am
Forum: Scripting & Balancing
Topic: Terraforming costs v fractional production—new system needed
Replies: 49
Views: 2458

Re: Terraforming costs v fractional production—new system ne

My statement specifically applies to techs you can research in-game. If we make a tech that does nothing but enabling a feature which helps the player to mitigate some micromanagement, then you create a situation where a player can save in-game resources (in this case RP) and invest them into somet...
by labgnome
Sun Mar 04, 2018 8:24 pm
Forum: Scripting & Balancing
Topic: Terraforming costs v fractional production—new system needed
Replies: 49
Views: 2458

Re: Terraforming costs v fractional production—new system ne

Maybe have terraforming happen automatically, based on infrastructure I'm leaning towards this for colonized planets, only basing on stability (as meter) instead of infrastructure. Something like that could work as an expensive late game tech (as it would be a quite powerful thing). It makes sense ...
by labgnome
Sun Mar 04, 2018 7:12 pm
Forum: Other Game Design
Topic: Extending ship reach to be significantly higher than supply
Replies: 28
Views: 1409

Re: Extending ship reach to be significantly higher than sup

Sure, and your suggestion doesn't violate those design rules, unless I misunderstood what exactly you've been suggesting...? No not at all, everything would stick to starlanes. You could just have different types of starlanes. I probably wouldn't go that far, at least avoid ideas that would comprom...
by labgnome
Wed Feb 28, 2018 10:51 pm
Forum: Scripting & Balancing
Topic: Terraforming costs v fractional production—new system needed
Replies: 49
Views: 2458

Re: Terraforming costs v fractional production—new system ne

Do we want to restrict the player to having to terraform types for species they have the correct environmental preference for? No. It is KISSer and I foresee no game balance/playability/unsatisfaction problem with it. Okay, so like with the species colony building on outposts, they should all be un...