Search found 574 matches

by labgnome
Sun Sep 22, 2019 2:10 pm
Forum: Scripting & Balancing
Topic: [Balance] Natives
Replies: 14
Views: 200

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: 14
Views: 200

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: 14
Views: 200

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: 12
Views: 1865

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: 3492

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: 3492

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: 11043

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: 3492

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: 3492

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...
by labgnome
Thu Aug 15, 2019 7:26 pm
Forum: Story
Topic: Lovecraftian Aliens
Replies: 8
Views: 2403

Re: Lovecraftian Aliens

Vezzra wrote:
Thu Aug 15, 2019 2:09 pm
FreeOrion: Where melancholic robotic submarines singing "Happy Birthday" to each other meet Cthulu. So there :mrgreen:
Did you have to mention the scylior ;)
by labgnome
Thu Aug 15, 2019 6:47 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 19
Views: 3492

Re: Poll: Habitability Techs/Policies

If we come up with a fluff for inter-metabolism xenegenetics blahblah, having differently-themed environment tolerance boosts on different themes but that all affect (maybe on different way) all metabolisms, that removes the problem of my-starting-species-determines-my-starting-tech-branch. So what...
by labgnome
Thu Aug 15, 2019 6:39 pm
Forum: Other Game Design
Topic: Poll: Habitability Techs/Policies
Replies: 19
Views: 3492

Re: Poll: Habitability Techs/Policies

So some could be Metabolism specific..(and probably with a corresponding theme) if they involve a fluff of modifying the actual species Some others could be Environment Specific (Pressure domes/Radiation shields/Heat suits)... and they could be in any theme. (Robots that want to survive on Earth ma...
by labgnome
Thu Aug 15, 2019 6:32 pm
Forum: Other Game Design
Topic: Exobot Ideas
Replies: 34
Views: 4063

Re: Exobot Ideas

However, if I remember correctly that one of the reasons that the "Gaseous" metabolism was created was that having the growth focus and having gas giants was considered too powerful at the time. So maybe having any of the artificial species get gas giants is a bad idea. That could be solved by sett...
by labgnome
Thu Aug 15, 2019 6:15 pm
Forum: Other Game Design
Topic: Themed tech categories (Help wanted)
Replies: 107
Views: 11043

Re: Themed tech cateogries (Help wanted)

Your suggestion makes harder or slower to have extra variety of species. This can be seen as a gameplay change, but very small and not really exciting. It could make more sense if the metabolisms would (roughly) correspond to specific "corners" of the planetary environments wheel. E.g. organic -> d...
by labgnome
Wed Aug 14, 2019 3:19 pm
Forum: Other Game Design
Topic: Exobot Ideas
Replies: 34
Views: 4063

Re: Exobot Ideas

Pfff... My own nerdiness is hindering my reasoning here. Like I wouldn't understand that. Harmoniliths, since they are lithic, it makes sense (to me) they can live deep in GGs, assuming lithic metabolisms can cope well with huge preasures and high temperatures. See I was thinking of them not having...