Search found 598 matches

by defaultuser
Tue Mar 12, 2019 10:18 pm
Forum: Play-Testing Feedback
Topic: Derthrean and Phinnert same pop for toxic planets
Replies: 1
Views: 49

Derthrean and Phinnert same pop for toxic planets

In my current game I noticed that for toxic worlds the suitability numbers for Derthrean and Phinnert were the same, even though it's Good for Derthrean and only Adequate for Phinnert: Derthrean: Good (+28) Phinnert: Adequate (+28) They're both Organic, so the specials apply equally. There wasn't an...
by defaultuser
Mon Mar 04, 2019 6:33 am
Forum: Play-Testing Feedback
Topic: Noob Question
Replies: 17
Views: 297

Re: Noob Question

I recommend always looking at the Pedia article. Such matters are usually mentioned:
This building can only be constructed at a Gas Giant and gives a +10 Industry bonus to planets with the Industry focus in the same system.
Multiple copies in the same system do not stack.
by defaultuser
Sat Mar 02, 2019 6:01 pm
Forum: Play-Testing Feedback
Topic: Noob Question
Replies: 17
Views: 297

Re: Noob Question

There are some "getting started" threads, but you do have to be careful in that the game changes. Advice a couple years old might not be as relevant. There's also the problem that any strategy varies by initial game setup. Games where you're likely to encounter AIs early are different than more spar...
by defaultuser
Thu Feb 28, 2019 6:03 am
Forum: Play-Testing Feedback
Topic: Noob Question
Replies: 17
Views: 297

Re: Noob Question

I know they're supposed to be feline, but the small icon looks more rodent-like to me. I call them Rats.

It's best when you are playing Eaxaw. Right into the camps.
by defaultuser
Sun Feb 24, 2019 9:42 pm
Forum: Play-Testing Feedback
Topic: Can't evacuate a planet more than once
Replies: 5
Views: 127

Re: Can't evacuate a planet more than once

I have tried to reproduce the problem a few times and haven't been successful. So probably not a systemic issue.
by defaultuser
Sun Feb 24, 2019 9:06 pm
Forum: Play-Testing Feedback
Topic: Can't evacuate a planet more than once
Replies: 5
Views: 127

Re: Can't evacuate a planet more than once

(FAILED) that doesn't contain a building that is a Evacuation System . That sounds like the Evacuation building is still present... I guess you checked that already? Sure. A whole new colony was created and had been there for many turns. The evac building doesn't hang around long after the initial ...
by defaultuser
Thu Feb 21, 2019 2:03 am
Forum: Play-Testing Feedback
Topic: Can't evacuate a planet more than once
Replies: 5
Views: 127

Can't evacuate a planet more than once

I had a system that I could tell I was going to lose temporarily, so I evacuated the population from a planet before the AI could get troops there. Subsequently I recaptured the system and wanted to remove the exobots the AI had put there, but couldn't. Under Unmet Requirements, it listed: (FAILED) ...
by defaultuser
Tue Jan 22, 2019 6:08 am
Forum: FreeOrion Project
Topic: Website?
Replies: 10
Views: 359

Re: Website?

Ugh, Wordpress? Really?
by defaultuser
Wed Jan 09, 2019 10:50 pm
Forum: Play-Testing Feedback
Topic: No combat on system with visible adversaries
Replies: 18
Views: 638

Re: No combat on system with visible adversaries

I would expect that the effects of fields like ion storms and molecular clouds would be in place only within such fields. Having ships affected by them while they are out of such fields (even just for one turn), and ships within them that are not (yet) affected, seems plainly wrong. If you want an ...
by defaultuser
Tue Jan 08, 2019 5:50 am
Forum: Play-Testing Feedback
Topic: No combat on system with visible adversaries
Replies: 18
Views: 638

Re: No combat on system with visible adversaries

Some of the effects things can be non-intuitive. You get something similar with molecular clouds. You can get a free combat round with shields against unshielded foes depending on who moved from where.
by defaultuser
Sat Dec 01, 2018 1:48 am
Forum: Play-Testing Feedback
Topic: Warden Shield at Zero
Replies: 6
Views: 372

Re: Warden Shield at Zero

Not the Warden, but I did see a case where a molecular cloud came through where a Maintenance ship was located. When the cloud cleared, its shields didn't come back. Unfortunately I didn't save anything from that game.
by defaultuser
Tue Nov 20, 2018 5:25 pm
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 3362

Re: Finally tried 0.4.8...

Geoff the Medio wrote:
Tue Nov 20, 2018 8:46 am
By "hidden", do you mean passive fleet mode, in which they don't try to start combat and try to stay stealthy?
Yes, the mode that says: "Hide. Fleet will attempt to stay hidden; it will not blockade or initiate combat."
by defaultuser
Tue Nov 20, 2018 5:19 pm
Forum: General Discussion
Topic: AI catching up
Replies: 9
Views: 471

Re: AI catching up

I guess I'm not clear how that would preferentially aid the AIs over the hooman players.
by defaultuser
Tue Nov 20, 2018 6:19 am
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 3362

Re: Finally tried 0.4.8...

Be aware that when damaged ships are split off, the resulting fleet is "hidden". I still don't like that and would like it to be a start-up option.