Search found 47 matches
- Mon Nov 27, 2017 9:38 pm
- Forum: Scripting & Balancing
- Topic: stealth carrier
- Replies: 7
- Views: 6976
Re: stealth carrier
Then, one possible easy improvement to stealth-carrier exploits (at least a short term one until something better is put in place), very similar to the part noisiness that Geoff has proposed, could be to have the fighter bays or launch bays impose a notable stealth malus on their ship for a couple ...
- Sun Nov 26, 2017 5:35 pm
- Forum: Scripting & Balancing
- Topic: stealth carrier
- Replies: 7
- Views: 6976
stealth carrier
Hi There
i feel like a carrier with high stealth and no short range weapons is overpowered b/c it is not detected during combats but the interceptors/fighters/bombers do attack. Since the carrier was not attacked/in a fight, the destroyed fighters are repaired for the next combat.
i feel like a carrier with high stealth and no short range weapons is overpowered b/c it is not detected during combats but the interceptors/fighters/bombers do attack. Since the carrier was not attacked/in a fight, the destroyed fighters are repaired for the next combat.
- Sat Feb 27, 2016 11:52 am
- Forum: Top Priority Game Design
- Topic: Supply Reworking
- Replies: 13
- Views: 10470
Re: Supply Reworking
Compiled to test now, definitely in favour of the basic idea but obviously tweaks might be needed. I like that idea too. :) Hopefully if this works properly we can then rework and balance ship fuel and parts as upt to now they're basically pointless whereas if supply is disputed they might become v...
- Sat Feb 20, 2016 4:17 pm
- Forum: Other Game Design
- Topic: Beginner Game Hints
- Replies: 17
- Views: 4469
Re: Beginner Game Hints
As it is not interactive, would a randomized sitrep message work for this? Then a simple right click could hide them in bulk(if they can share the label). This could look like this in custom_sitreps.txt //##### R A N D O M H I N T S #####// EffectsGroup scope = Source activation = Turn low = 0 high...
- Mon Feb 15, 2016 11:46 pm
- Forum: Play-Testing Feedback
- Topic: NOOBS read this first
- Replies: 10
- Views: 3270
Re: NOOBS read this first
The following text was recovered from a superior electronic device found in an asteroid. 50 Turns of Egassm The main problem of the Egassm Empire is it's need for science. I start with 5 Research Points (Bad Research -50%) and 19 Production Points (Ultimate Production). The other two advantages are ...
- Sun Feb 14, 2016 10:02 pm
- Forum: Play-Testing Feedback
- Topic: commit 46a1581... breaks weapon system
- Replies: 2
- Views: 492
Re: commit 46a1581... breaks weapon system
Ohh no my peaceful universe is gone ... everything back to normal I guessGeoff the Medio wrote:Try again with the latest version.banduri wrote:...since commit 46a1581 the weapons no longer work.
- Sun Feb 14, 2016 9:19 pm
- Forum: Play-Testing Feedback
- Topic: commit 46a1581... breaks weapon system
- Replies: 2
- Views: 492
commit 46a1581... breaks weapon system
just did a git pull and since commit 46a1581 the weapons no longer work. Game starts and conquering the universe by colonization works fine, but weapons don't have any effect. No Problems with commit 5514964... What a peaceful universe
- Sun Feb 14, 2016 5:23 pm
- Forum: Graphics
- Topic: Ship Hulls
- Replies: 96
- Views: 71800
Re: Ship Hulls
Sorry for getting back to this only now, but as that is a more substantial change I wanted to have a bit more time to look at it, but got distracted by other things... well, here we are. ;) No problem on that :) a) What's up with those file permission changes? Are those necessary/what are they atte...
- Sun Feb 14, 2016 4:15 pm
- Forum: Scripting & Balancing
- Topic: EffectGroup activation if fleet moved?
- Replies: 3
- Views: 1219
Re: EffectGroup activation if fleet moved?
This would be nice )Geoff the Medio wrote:Or maybe do the same for ships, so an effect could be made to depend on how long a ship has been at a particular location
- Sun Feb 14, 2016 3:39 pm
- Forum: Scripting & Balancing
- Topic: EffectGroup activation if fleet moved?
- Replies: 3
- Views: 1219
EffectGroup activation if fleet moved?
Hi All How do I activate effects if a fleet moved between two systems? The jumpdistance between the two systems is one. activation = Not Stationary seems not to work for me since the UU-distance between the two systems is lower then the speed of the ship. I assume the same holds true for activation ...
- Sun Feb 14, 2016 3:25 pm
- Forum: Other Game Design
- Topic: Suggestion: Split script files into directories
- Replies: 43
- Views: 4114
Re: Suggestion: Split script files into directories
My suggestion here is to allow script entries to load from multiple files, organized by directory. By splitting these entries, it may allow for faster and less error-prone changes. I do agree that splitting into multiple file would provide a better structure, but what is wrong with the '#include' s...
- Fri Feb 05, 2016 8:02 pm
- Forum: Graphics
- Topic: Ship Hulls
- Replies: 96
- Views: 71800
Re: Ship Hulls
Made new graphics for the Spatial Flux Hull. I intended the external slot positions to be that retractable nose-cone and the square cargo/weapons-bay door with the orange line around it. Looks nice - I like the idea of a ship which is 75% engine and 25% everything else :D I could write the placemen...
- Fri Feb 05, 2016 7:38 pm
- Forum: Graphics
- Topic: Ship Hulls
- Replies: 96
- Views: 71800
Re: Ship Hulls
Will require a lot of re-rendering of those hull pics (at least where we have the 3D model source files) and redoing of the placements of the slots, but if someone is willing to do it, why not. This was much more then expected, especially the placements of the slots. Created https://github.com/free...
- Tue Feb 02, 2016 9:32 am
- Forum: Graphics
- Topic: Ship Hulls
- Replies: 96
- Views: 71800
Re: Ship Hulls
However, doing things that way is a really huge waste of screen space. Using such a huge portion of the design screen just for a big image of the hull doesn't strike me as very practical. People with smaller screens in particular won't be happy with that. Maybe have it as an option in the settings?...
- Tue Feb 02, 2016 9:22 am
- Forum: Graphics
- Topic: Ship Hulls
- Replies: 96
- Views: 71800
Re: Ship Hulls
Will require a lot of re-rendering of those hull pics (at least where we have the 3D model source files) and redoing of the placements of the slots, but if someone is willing to do it, why not. What format are the 3d models and where can I find them? If I can open the format in blender or other ope...