Search found 3520 matches

by Oberlus
Fri May 07, 2021 8:00 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 148
Views: 6249

Re: Testing Government and Influence

@Oberlus: Do I get it right: Average is 1 social-slot for Imperial Palace, bad means none, good 2 and great 3 social slots? I think 3 slots right from the start is a lot. Maybe it should more be like the "can forish on more worlds" and give +1 social slot (could be "very social community" Yes. Actu...
by Oberlus
Wed May 05, 2021 6:25 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 148
Views: 6249

Re: Testing Government and Influence

On the rebel troops under influence debt system. Shouldn't the apparition of rebel troops slow down or remove influence stockpile sinking into red numbers? If a player notices it too late or when a change (de/adopting a policy in a bad choice, losing certain planet or supply, etc.) has created a big...
by Oberlus
Wed May 05, 2021 2:21 pm
Forum: Play-Testing Feedback
Topic: Planet colonization/outpost limit? (New playtester)
Replies: 7
Views: 54

Re: Planet colonization/outpost limit? (New playtester)

There is no planet limit in any version of FreeOrion. What you describe is rather weird. A screenshot of your current game with a colony ship or outpost in a system with free planets and the side planet panel open to check that the colonize/outpost buttons do not appear would be nice. Also a save fi...
by Oberlus
Wed May 05, 2021 12:05 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 148
Views: 6249

Re: Testing Government and Influence

...stick to the preferred focus or never reach colonization threshold... Having to choose between exploiting and expanding doesn't seem necessarily bad... Right, but in practice it means "do always the same: first get another colony of that species up, then you can manage foci of some of this speci...
by Oberlus
Wed May 05, 2021 11:28 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 148
Views: 6249

Re: Testing Government and Influence

+5 stability for the preferred focus and -5 for the disliked ones seems excesive. For newly acquired species that forces you to stick to the preferred focus or never reach colonization threshold (e.g. Kobuntura, good influence, stick to stability 0 with influence focus, or to stability 2 if connecte...
by Oberlus
Wed May 05, 2021 10:45 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 148
Views: 6249

Re: Testing Government and Influence

Geoff the Medio wrote: Sun May 02, 2021 10:22 am -Giving some species, including Fulver, Sly, and Laefna, +1 social policy slot
Imperial Palace should give one social slot per default.
Species trait for policy slots could be like this:
- Bad: -1 slot.
- Good: +1 slot.
- Great: +2 slots.
No Ultimate level for this trait.
by Oberlus
Wed May 05, 2021 10:10 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 148
Views: 6249

Re: Testing Government and Influence

Either the player progress needs to be sped up a bit, or monster spawns slowed down. As a starter I think we should lower default research and build costs. Current default cost factors are 2.0 for research and 1.0 for production. I think research has lost a lot of utility with influence in play so ...
by Oberlus
Tue May 04, 2021 3:42 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 148
Views: 6249

Re: Testing Government and Influence

It's really annoying that if a planet doesn't have 5 stability that production doesn't increase at all. Instead of being 0, I think the rate that production increases should just be slowed down. I could add a Colonial Bootstrapping economic policy that boosts resource meter growth independent of st...
by Oberlus
Tue May 04, 2021 12:44 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 148
Views: 6249

Re: Testing Government and Influence

I tried to use government policies but when I add one, the influence points goes so negative I have no idea what they are suppose to even do. What does "goes so negative" mean? Are you referring to just the cost to adopt a policy, or reduced influence generation over multiple turns after a policy i...
by Oberlus
Tue May 04, 2021 11:54 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 148
Views: 6249

Re: Testing Government and Influence

Geoff the Medio wrote: Tue May 04, 2021 7:34 am
I couldn't set government policies after the game was ended.
Not sure what "the game was ended" means or how one would do anything after ending a game...
I guess he means after the "victory" sitrep.
by Oberlus
Sun May 02, 2021 10:30 pm
Forum: Play-Testing Feedback
Topic: Testing Reports
Replies: 23
Views: 412

Re: Testing Reports

In previous versions troops regen happened when planet hadn't been attacked on previous turn.
by Oberlus
Sun May 02, 2021 5:02 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 148
Views: 6249

Re: Testing Government and Influence

-Giving Fulver, Sly, and Laenfa +5 stability on disconnected planets -Giving some species, including Fulver, Sly, and Laefna, +1 social policy slot Maybe create new species traits, one for extra social policy slots, one for extra stability on disconnected colonies. -Adding a Self-Reliance economic ...
by Oberlus
Sun May 02, 2021 8:47 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 148
Views: 6249

Re: Testing Government and Influence

It is quite involved to keep track of the so many species likes and dislikes (regardless of documentation, which is absent). Even using a spreadsheet it becomes crazy. It would make sense to have ethical/value categories of policies, unrelated to Social/Economic/Military, to help with all this (both...
by Oberlus
Fri Apr 30, 2021 7:05 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 148
Views: 6249

Re: Testing Government and Influence

Indeed, you need to know about planets rebelling out even with sound set off. If it isn't, it should be signaled in those handy indicators in the corner of each planet (in the planets' side panel). This kind of event is a great candidate to be signaled in the map as well as in the sitreps, but we do...
by Oberlus
Fri Apr 30, 2021 11:23 am
Forum: General Discussion
Topic: Fiftteent game on the multiplayer slow game server
Replies: 342
Views: 7115

Re: Fiftteent game on the multiplayer slow game server

Ophiuchus wrote: Fri Apr 30, 2021 10:56 am Could you open a topic (or issue on github) about bombing/UI if there is none?
There is one:
https://github.com/freeorion/freeorion/issues/672

There is one for bioterror too:
https://github.com/freeorion/freeorion/issues/594