Search found 52 matches

by Voker57
Wed Nov 07, 2018 7:31 am
Forum: General Discussion
Topic: Multiplayer community looking for more players
Replies: 33
Views: 3089

Re: Multiplayer community looking for more players

> does stealth as combat tactics work against human players sometimes? Absolutely, it's a race between stealth and detection. We're using a custom stealth patch with enlarged beacon radius and more accessible distortion modulator, otherwise it's a nightmare. AI is clueless about stealth carriers so ...
by Voker57
Fri May 18, 2018 6:13 pm
Forum: Other Game Design
Topic: Nerfing Trith/Xenophobics
Replies: 8
Views: 673

Re: Nerfing Trith/Xenophobics

Consensus is with proper xenophobic mechanics trith are too weak to compete. Could use a small bonus I guess, maybe +25% population
by Voker57
Thu May 17, 2018 7:16 pm
Forum: Scripting & Balancing
Topic: Monsters too strong
Replies: 3
Views: 425

Re: Monsters too strong

Also, probabilistic growth is too uneven: maybe spawn them with max form and cut its stats (not sure if you can make shield slowly grow)
by Voker57
Thu May 17, 2018 7:07 pm
Forum: Scripting & Balancing
Topic: Monsters too strong
Replies: 3
Views: 425

Monsters too strong

Currently, monster nest is very early accessible and randomly placed amazing boon. It (at least jaggernauts and krakens) produces for free 1000 HP monstrocities which simply cannot be countered until quite late in the game. Not sure how to nerf them without making them worthless: maybe cut max HP to...
by Voker57
Thu May 17, 2018 3:47 pm
Forum: General Discussion
Topic: Multiplayer community looking for more players
Replies: 33
Views: 3089

Re: Multiplayer community looking for more players

the forthcoming encounter vs Voker57 playing as Sly (https://docs.google.com/spreadsheets/d/1i7TPqALg0Nu4HPqQKWSzZd5ebd9HVxpat7tUEYO86qY/edit#gid=0). Interesting... what are the kraken and the radon species :) Kraken is a joke on L29Ah always spawning with ample megafauna nests. Radon are called re...
by Voker57
Wed May 16, 2018 9:53 pm
Forum: Other Game Design
Topic: Nerfing Trith/Xenophobics
Replies: 8
Views: 673

Re: Nerfing Trith/Xenophobics

Voker57 do you have enough experience with this patch yet to be able to formulate a corresponding colonization strategy? Not a lot of experience, I played one game as Trith and had to choose between Trith and Mu Ursh (goodbye Trith) because my empire was severely punished. Obviously, either concamp...
by Voker57
Sat May 12, 2018 7:21 pm
Forum: Other Game Design
Topic: Nerfing Trith/Xenophobics
Replies: 8
Views: 673

Nerfing Trith/Xenophobics

Xenophobes (especially Trith) are excellent races currently which are supposed to kept in check by their xenophobicness. However, xenophobis maluses are quite lacking... Let's take average two planets, "xeno" is industry-targeting conquered species' homeworld in otherwise "phobe"-filled sector Xeno ...
by Voker57
Wed May 09, 2018 7:01 pm
Forum: Support
Topic: Part-based upkeep scripting
Replies: 10
Views: 733

Re: Part-based upkeep scripting

Geoff the Medio wrote:I think this change broke the parsing for the case of ShipPartsOwned when specifying a class.
Opened an issue. https://github.com/freeorion/freeorion/issues/2089
by Voker57
Wed May 09, 2018 5:12 pm
Forum: Support
Topic: Part-based upkeep scripting
Replies: 10
Views: 733

Re: Part-based upkeep scripting

Geoff the Medio wrote:Try a simplified version to see how small you can make it and still reproducd the error?
This is minimum that does not work:

Code: Select all

FLEET_UPKEEP_MULTIPLICATOR
'''(ShipPartsOwned empire = Source.Owner class = ShortRange)'''
by Voker57
Wed May 09, 2018 11:18 am
Forum: Support
Topic: Part-based upkeep scripting
Replies: 10
Views: 733

Part-based upkeep scripting

We've been using part-based upkeep using this code for long time, and it seems to work ok: https://github.com/Voker57/freeorion/commit/fa43f2dd639827c3c6b52b7701cc5a67e1440eb2 However, in recent version it fails with this rather cryptic error: /opt/freeorion/share/freeorion/default/scripting/ship_hu...
by Voker57
Mon Jul 17, 2017 7:56 pm
Forum: General Discussion
Topic: Experimentators are a late-game win button
Replies: 9
Views: 666

Re: Experimentators are a late-game win button

MatGB wrote:and having the starlane removal affect apply after a Bore or a Nexus would make a fair bit of sense as well.
How would you access experimentors then?
by Voker57
Mon Jul 17, 2017 7:02 pm
Forum: General Discussion
Topic: Experimentators are a late-game win button
Replies: 9
Views: 666

Experimentators are a late-game win button

Sure, the planet has 65k shields, but fires only three times per turn. with a lot of cannon fodder ships, victory over it is a matter of time with 2-3k fleet. Tentative proposal: Bump Experiment Zero's HP to ~10000, give it like 10 death rays and 5 flak cannons? Also, set effects nerfing fighters an...
by Voker57
Mon Apr 17, 2017 9:46 am
Forum: Play-Testing Feedback
Topic: Xenophobia
Replies: 13
Views: 1504

Re: Xenophobia

Yes, Xenophobia malus appears to be neglible recently. I meant to raise an issue about that. You can live next door to planet full of gysache and suffer minor annoyance.
by Voker57
Tue Apr 11, 2017 7:39 pm
Forum: Other Game Design
Topic: Making terraforming less useless and isolation less hopeless
Replies: 11
Views: 1239

Re: Making terraforming less useless and isolation less hope

Krikkitone wrote: From a game balance perspective not RL
Why would game balance require exact 1:1 scaling?
by Voker57
Fri Apr 07, 2017 2:18 pm
Forum: Other Game Design
Topic: Making terraforming less useless and isolation less hopeless
Replies: 11
Views: 1239

Re: Making terraforming less useless and isolation less hope

Not necessarily directly, bulk tends to be cheaper.