Search found 354 matches

by EricF
Thu Aug 15, 2019 11:52 am
Forum: General Discussion
Topic: Hardest games ever
Replies: 37
Views: 5674

Re: Hardest games ever

Why is Oberlus still allowed to give advice?
by EricF
Fri May 10, 2019 10:05 am
Forum: General Discussion
Topic: Exobots
Replies: 19
Views: 2045

Re: Exobots

This was just one idea. The discussion following it still didn't resolve the original problem.
Why do I need Biological Techs to get Exobots to live on Alien worlds?
by EricF
Wed May 08, 2019 2:56 pm
Forum: General Discussion
Topic: Exobots
Replies: 19
Views: 2045

Re: Exobots

Their growth should cost Production Points. They don't breed. You are building them. The Growth Focus Idea is a good one. Your first objection is about realism, but anyway: Exobots are building themselves. Robotic building and organic breeding both cost PPs. If you are attending your children you s...
by EricF
Wed May 08, 2019 11:15 am
Forum: General Discussion
Topic: Exobots
Replies: 19
Views: 2045

Re: Exobots

However you do it I still think their growth should cost Production Points. They don't breed. You are building them. The Growth Focus Idea is a good one. Not set on that they don't grow and don't cost you PP's Set to Growth Focus the Pops grow, but it costs you PP's. Also one of the reasons for thes...
by EricF
Wed May 08, 2019 9:18 am
Forum: General Discussion
Topic: Exobots
Replies: 19
Views: 2045

Exobots

OK, this is a question that I have been meaning to ask for a long time, but I suppose I know it will involve a lot of game rework so maybe I haven't asked before because...ah you know. But it still kinda bugs me so I will finally ask it. Exobots, from their name I would assume, are robots specifical...
by EricF
Sun Mar 24, 2019 4:36 am
Forum: Support
Topic: No end?
Replies: 5
Views: 1061

Re: No end?

defaultuser wrote:
Sat Mar 23, 2019 10:57 pm
As there are multiple ways to win, I doubt they plan to end the game when one is reached.
There will probably be some obvious splash screen telling you "You have won a "X" victory! Do you want to continue playing?"
and a yes no option I would imagine.
by EricF
Thu Mar 21, 2019 4:11 am
Forum: Play-Testing Feedback
Topic: Tried latest test release (sorry, forget version#)
Replies: 4
Views: 898

Re: Tried latest test release (sorry, forget version#)

Did you have unused Tech Points? This often happens to me in late game
when I have a ton of Research Points being produced and I have already
researched everything I want. Unused RP are automatically assigned to
the cheapest unresearched Tech (I believe that's how it works).
by EricF
Wed Mar 20, 2019 2:22 am
Forum: General Discussion
Topic: AI Player colors
Replies: 6
Views: 1442

Re: AI Player colors

Thinker55 wrote:
Tue Mar 19, 2019 7:55 pm
I have edited that file until I am blue in the face -- to no effect! I still get the same colors, including one that is positively unreadable, even for my wife! Is there anywhere ELSE this is controlled? I emptied the XML file and STILL get those same colors!
It might be a permissions issue.
by EricF
Wed Mar 20, 2019 12:33 am
Forum: General Discussion
Topic: AI Player colors
Replies: 6
Views: 1442

Re: AI Player colors

That's odd because I do it everytime I install the game and it works fine.
Here is the file I use.
empire_colors.xml
(864 Bytes) Downloaded 150 times
Oh, I see you are using Linux. The /Default is for windows.
I don't know where it goes on Linux.
by EricF
Mon Mar 11, 2019 1:41 pm
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 82
Views: 6361

Re: Ship weapons rework

A prompt after showing battle results after each round could be used to give the option to retreat. I haven't experimented with using more than 3 combat rounds, but rounds should not be limited to 3. Combat should continue until one of the above conditions is met. Maybe given the option to retreat ...
by EricF
Mon Mar 11, 2019 9:00 am
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 82
Views: 6361

Re: Ship weapons rework

Personally I feel combat should only end in one of two ways. 1) All the enemy ships are gone (destroyed or retreated). 2) All my ships are gone (destroyed or retreated). A prompt after showing battle results after each round could be used to give the option to retreat. I haven't experimented with us...
by EricF
Sun Mar 10, 2019 1:54 am
Forum: Off-Topic
Topic: Forgiving AI
Replies: 7
Views: 1254

Re: Forgiving AI

BTW, has the AI gotten better or am I just not playing Egassem right?
Winning a game lately hasn't always felt like the sure thing it has
felt in the past.
by EricF
Sun Mar 10, 2019 1:50 am
Forum: Other Game Design
Topic: Ship weapons rework
Replies: 82
Views: 6361

Re: Ship weapons rework

Just first round at LR, second round at SR, third and following rounds at CR. Better I think. But doesn't an approach like this limit the scope of tactical combat? I mean if ships fire at each other only at certain ranges during certain rounds doesn't it imply that tactical combat is rather simple?...
by EricF
Sat Mar 09, 2019 6:56 pm
Forum: Other Game Design
Topic: Stealth as Defense
Replies: 1
Views: 617

Stealth as Defense

Currently Stealth is very tricky to the point of being almost useless. Instead of Stealth being all or nothing it might improve things to think of it more like ECM. Even a little bit of stealth might be of help protecting the ship. Not sure how it would work though. Maybe every certain level of stea...
by EricF
Fri Mar 01, 2019 1:21 pm
Forum: Other Game Design
Topic: Themed tech categories (Help wanted)
Replies: 107
Views: 9560

Re: Themed tech cateogries (Help wanted)

Like the Civ Game's obviouslly. The Civ tech tree is way more realistic. Each tech is very dependent on each more less advanced tech.