Search found 1027 matches

by Oberlus
Wed Apr 24, 2019 5:26 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 17
Views: 99

Re: Influence Discussion

I think it should be targeted. You should have to put work into each planet you get. Influence as a mechanic should keep your empire from snowballing, and I could see your empire snowballing really fast in a galaxy with a high concentration of natives. Also, alternately, given that it's been sugges...
by Oberlus
Wed Apr 24, 2019 5:13 pm
Forum: Play-Testing Feedback
Topic: 2 bugs? (solar concentrator and living hulls)
Replies: 4
Views: 30

Re: 2 bugs? (solar concentrator and living hulls)

Ok, glad to see it'ss working as intended and just poorly documented. [...] I did not pay attention about there being a more recent version (a test version I guess?), feedback for it will be more useful. Poor documentation is something that we will have for a long time, since FreeOrion is still und...
by Oberlus
Wed Apr 24, 2019 4:21 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 17
Views: 99

Re: Influence Discussion

This is from an old post I was sketching but never published and got down my list. I've reread it and seems nothing is off topic or outdated. Anyway, it is not a compilation of the previous discussions linked above in this thread (sorry). It is mostly in line with labgnome proposals, and makes no co...
by Oberlus
Wed Apr 24, 2019 4:05 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 17
Views: 99

Re: Influence Discussion

I think that the Research Grants and Production Subsidies should be planet specific boosts, otherwise they are better as policies Agree. I think making influence projects to boost research or production (i.e. trading influence by production or research) is a no-no. One of the purposes of Influence ...
by Oberlus
Wed Apr 24, 2019 2:41 pm
Forum: Play-Testing Feedback
Topic: 2 bugs? (solar concentrator and living hulls)
Replies: 4
Views: 30

Re: 2 bugs? (solar concentrator and living hulls)

I attacked the system "Rov" on turn 233 and as you can see, it damaged my ship Flint II [...] By turn 235, Flint II should have healed some, but it has not, as shown in the SC, taken turn 235. If your ship is at Rov in turn 235, and there was a combat there in turn 234, then it should not repair an...
by Oberlus
Wed Apr 24, 2019 1:47 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 17
Views: 99

Re: Influence Discussion

Some thoughts...Most internal influence projects (and many of the external ones) should probably be Empire wide. Otherwise we get into a "build it everywhere" issue. a way some of those might work if they are not empire wide 1. bonus to all in range (# jumps/supply) 2. bonus to one, but prohibited ...
by Oberlus
Wed Apr 24, 2019 12:10 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 17
Views: 99

Re: Influence Discussion

Most internal influence projects (and many of the external ones) should probably be Empire wide. Otherwise we get into a "build it everywhere" issue. Indeed. IMO: Inciting revolts, decreasing happiness or sabotaging R/P/I output should be Empire-wide projects that affects all targets under range of...
by Oberlus
Wed Apr 24, 2019 10:47 am
Forum: Other Game Design
Topic: Influence Discussion
Replies: 17
Views: 99

Re: Influence Discussion

This thread seems to be focusing more on what influence projects there might be and less on influence mechanics. Which is a useful topic to have. I will post some of my ideas about influence mechanics in the other thread if you like. No, here is fine (IMO). But "what influence projects there might ...
by Oberlus
Wed Apr 24, 2019 6:27 am
Forum: Other Game Design
Topic: Influence Discussion
Replies: 17
Views: 99

Re: Influence Discussion

It would be useful to make a synthesis of what was talked about Influence in this thread.
by Oberlus
Tue Apr 23, 2019 11:27 pm
Forum: Other Game Design
Topic: Ideas for small/atomic theme categories
Replies: 11
Views: 96

Re: Ideas for small/atomic theme categories

A framework for micro-theme proposals: Name. Fluff description. Brief list of functions it could cover. Some thoughts on how this theme could combine with others (for the future, when there are more micro-themes suggestions to work with). Optionally, a full description of each app it could include. ...
by Oberlus
Tue Apr 23, 2019 7:58 pm
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 33
Views: 231

Re: Themed Tech Tree Fundamentals

I can say I can't figure out more than 6 themes right now (if we add psionics to the mix). I see two reasons for that: first, very obviously, we still lack several core mechanics, and with that all the techs that will come with them. Then we need to at least sketch the missing mechanics. I assume y...
by Oberlus
Tue Apr 23, 2019 3:57 pm
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 33
Views: 231

Re: Themed Tech Tree Fundamentals

I am willing to bring back discussion of the TAR system, over the proposed tier system. I think you are the only one. And I guess the reason is that very detailed dependencies between technologies are not really interesting (?). labgnome, if you haven't done it yet, you could read this thread . The...
by Oberlus
Tue Apr 23, 2019 3:26 pm
Forum: Other Game Design
Topic: About Tech Tree GUI
Replies: 6
Views: 53

Re: About Tech Tree GUI

it is impossible to do a good UI for a huge tech tree with lots of complex interdependencies. Right. However: - We are going to keep interdependencies to a minimum. Little complexity will come from there. - It is impossible to have many interesting choices in a tiny tech tree. Moreover, it's imposs...
by Oberlus
Tue Apr 23, 2019 12:34 pm
Forum: Support
Topic: "Toothless" AI
Replies: 3
Views: 48

Re: "Toothless" AI

I have zero technical knowledge but the option is not worded as difficulty level, it is worded as level of aggressiveness. Someone too aggressive becomes weak again, especially if they leave planet unsettled, as seems to be the case. I guess try maniacal on a small map with high density of planets ...
by Oberlus
Tue Apr 23, 2019 12:24 pm
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 33
Views: 231

Re: Themed Tech Tree Fundamentals

The actual question, I think, is about number and content of the themes. I would favor a combination of large, exhaustive themes (= Oberlus current model of 4-5) and unlockable, more specific side-themes (=Vezzra's suggestions of psionics, dark matter, ...; maybe another 5?) that will not necessair...