See here, question .6, and The Silent One's ideas.
Search found 189 matches
- Sun Jan 20, 2019 5:58 pm
- Forum: Other Game Design
- Topic: Tech tree per species type
- Replies: 19
- Views: 5274
- Sun Jan 20, 2019 5:39 pm
- Forum: Other Game Design
- Topic: Tech tree per species type
- Replies: 19
- Views: 5274
Re: Tech tree per species type
First I'd need to know what the community thinks is the most pressing issue (or issues) to address. When I volunteered, I thought (perhaps naively) that what was needed first was enriching/balancing the whole tech tree on an atomic basis, without changing the interface. I think I've now learned FOCS...
- Sat Jan 19, 2019 5:19 pm
- Forum: Other Game Design
- Topic: Tech tree per species type
- Replies: 19
- Views: 5274
Re: Tech tree per species type
I think what we really need is somebody who would rework and balance the whole tech tree. I think this needs long time commitment and a vision. ..and at the moment we do not even somebody working part time on the single tech tree. So... I'd happily volunteer to do the grunt work as long as it's FOC...
- Sat Jan 19, 2019 1:52 pm
- Forum: Other Game Design
- Topic: Tech tree per species type
- Replies: 19
- Views: 5274
Re: Tech tree per species type
You can easily do both, if you just assume that every species has its own dummy trait (e.g., George has the trait "george").
- Sat Jan 19, 2019 2:55 am
- Forum: Other Game Design
- Topic: Tech tree per species type
- Replies: 19
- Views: 5274
- Sat Jan 19, 2019 1:47 am
- Forum: Other Game Design
- Topic: Tech tree per species type
- Replies: 19
- Views: 5274
Re: Tech tree per species type
There could also be tech trees specific to metabolisms and environments. It doesn't make a lot of sense for gaseous lifeforms to invent canned meat, or for inferno dwellers to invent water sprinklers.
- Wed Jan 16, 2019 7:03 pm
- Forum: General Discussion
- Topic: In honour of FreeOrion developers and contributors
- Replies: 9
- Views: 7855
Re: In honour of FreeOrion developers and contributors
You do realize that now, everyone will want to know what it was you were drinking, right? Your only "flaw" is that you don't submit your awesome species as PRs to GitHub Several reasons for that. I thought it'd be good manners to wait for positive feedback from more than a couple persons b...
- Wed Jan 16, 2019 4:13 pm
- Forum: Story
- Topic: Species: Amiri - an experiment in low-gravity
- Replies: 4
- Views: 7331
Re: Species: Amiri - an experiment in low-gravity
PS: Amiri got 34M hits, Capiona (a family name in Spain, it seems) got 22,700, and Tussapiac (drum roll) ¡none! Amiri was supposed to be Amirrin , but two letters got dropped at some point and I realized it too late. Which is a shame because the only Google hit for Amirrin I got from this page - I ...
- Wed Jan 16, 2019 11:51 am
- Forum: Story
- Topic: Species: Amiri - an experiment in low-gravity
- Replies: 4
- Views: 7331
- Wed Jan 16, 2019 12:51 am
- Forum: Story
- Topic: Species: Amiri - an experiment in low-gravity
- Replies: 4
- Views: 7331
Species: Amiri - an experiment in low-gravity
Amiri_desc.png It always puzzles me that gravity isn't even considered relevant to habitability issues in FO, so I wanted to design a few species around this, and here's the first one. For this first try I tried to keep things simple: the Amiri are environment-immune (or rather averse, since everyt...
- Tue Jan 15, 2019 2:32 pm
- Forum: Play-Testing Feedback
- Topic: My personal strategy guide
- Replies: 56
- Views: 47671
Re: My personal strategy guide
Thanks! Much needed info -- very informative! Question: Do you have to put a robotic outpost on a gas giant to get the industry out of it, or will a regular one do? "Robotic" here is relevant only to the ship hull you use to ferry all the stuff you'll need to build an outpost, but the out...
- Sun Jan 13, 2019 4:27 pm
- Forum: Play-Testing Feedback
- Topic: Lembala'Lam and planet focus
- Replies: 3
- Views: 5762
- Sun Jan 13, 2019 3:59 pm
- Forum: Play-Testing Feedback
- Topic: Lembala'Lam and planet focus
- Replies: 3
- Views: 5762
Lembala'Lam and planet focus
I don't know if it's a weirdly implemented feature of the species, or a plain bug: Currently Lembala'Lam can build buildings like Stargates or Planetary Starlane Drives, but can't use them - i.e., using the relevant focus and everything else that's needed (like a nearby beacon, or a properly set up ...
- Sun Jan 13, 2019 3:31 pm
- Forum: Scripting & Balancing
- Topic: How to add a variable to ships/parts?
- Replies: 23
- Views: 19860
Re: How to add a variable to ships/parts?
Something simple (I think) you might want to try to add flavor to the organic line: double their stealth rating (or add a flat bonus) when under 'Hide' orders.
- Sat Jan 05, 2019 12:15 am
- Forum: Other Game Design
- Topic: Influence, Species and Minds
- Replies: 9
- Views: 1855
Re: Influence, Species and Minds
Brrrrr... this thread becomes more Orwellian and depressing as time passes