Search found 40 matches
- Sat Jun 02, 2018 7:47 pm
- Forum: Programming
- Topic: Some exploration with git
- Replies: 8
- Views: 7594
Re: How to make pull requests to contribute to FO
What bothers me, is that this is not what it says on the tin. The subject phrasing at this point indicates that this is the authoritative correct 'how to:'. That is not true at this time. This post could confuse somebody who is looking for the correct 'how to'. I've been reading the thread Mi git us...
- Sat Jun 02, 2018 7:46 am
- Forum: Other Game Design
- Topic: How does it work focus switching?
- Replies: 32
- Views: 6017
Re: How does it work focus switching?
Unless, potentially, an empire has lots of influence, and thus doesn't mind spending some to do some focus switching micromanagement... That's a problem we can't avoid regardless what kind of penalty/cost we decide to apply to focus switching. If an empire can, for whatever reason, easily afford th...
- Wed May 30, 2018 8:55 pm
- Forum: Other Game Design
- Topic: How does it work focus switching?
- Replies: 32
- Views: 6017
Re: How does it work focus switching?
What I don't understand is, why isn't it simpler? Toss the immediate cost for switching. Increase the drop rate. That is if you want to avoid focus dance, make the per turn cost greater then the per turn benefit. Which currently is not true. so focus dance is viable. current +1, -1, force energy: +3...
- Mon May 28, 2018 4:45 am
- Forum: Other Game Design
- Topic: Allow bombardment to remove outposts
- Replies: 23
- Views: 5234
Re: Allow bombardment to remove outposts
Yes. I envision you would need at least two turns to wipe out a system: one to get all pops to 0 and revert them to outposts, one to bombard(remove) the outposts. One thing to consider is that bombing an outpost to un-owned status is not something that absolutely needs to be a deterministic one-tur...
- Mon May 28, 2018 1:41 am
- Forum: Other Game Design
- Topic: Make ship build speed species-population dependend
- Replies: 8
- Views: 1685
Re: Make ship build speed species-population dependend
Is this planet filled with 'speedy builders' who build stuff fast? This does not depend on the population value, so I consider this off-topic. Affect ship build speed - check; population of species dependent- check; depend on value of population( described in body) - not check. 2/2 of the subject 2...
- Sun May 27, 2018 6:06 am
- Forum: Other Game Design
- Topic: Make ship build speed species-population dependend
- Replies: 8
- Views: 1685
Re: Make ship build speed species-population dependend
So would it be a good idea to base ship building speed also on the population of the ship-building species ? p.s. in detail i would base the build time on the current build time and on the PP cost of the ship vs the sum of the building species' population in the local supply network What are you su...
- Fri May 25, 2018 4:49 pm
- Forum: Other Game Design
- Topic: Allow bombardment to remove outposts
- Replies: 23
- Views: 5234
Re: Allow outposting of enemy outposts if undefended
It would make more sense to me to add a capability for bombardment to remove outposts This. Definitely this. I also agree with this. But just to be clear: Is it possible for players to bombard a planet's pop to zero? (I have seen monsters do this.) Then zero pop world reverts to outpost? Which mean...
- Thu May 24, 2018 7:03 am
- Forum: Other Game Design
- Topic: Possibly strengthening environmental restrictions
- Replies: 8
- Views: 2159
Re: Possibly strengthening environmental restrictions
auto selection of pilots This primarily seems like it should be a different thread to me, but since it also seems to underpin your response to the basic idea floated above, I'll give a little bit of a response. Not it was not my primary point. I am sorry. It was a flippant, yet plausible counter to...
- Tue May 22, 2018 12:58 am
- Forum: Other Game Design
- Topic: Possibly strengthening environmental restrictions
- Replies: 8
- Views: 2159
Re: Possibly strengthening environmental restrictions
Strengthen environmental restrictions: Yes please. Split demographic growth from carrying capacity. -- if you want population to be primary resource this needs to be done. Decrease demographic growth based on environment quality. Currently hostile with carry capacity 20 grows just as fast as gaia wi...
- Fri May 18, 2018 2:38 am
- Forum: Scripting & Balancing
- Topic: Monsters too strong
- Replies: 3
- Views: 6025
Re: Monsters too strong
I found it kinda subtle/not clear that your topic is about player controlled monster nests. Anyhow. From personal experience I usually don't get to nests that I find until they have already started spawning. Rather then nerfing them (they are so-so mid game and require support in the late game). I w...
- Thu May 17, 2018 5:34 am
- Forum: Other Game Design
- Topic: Starlane collapser?
- Replies: 11
- Views: 2439
Re: Starlane collapser?
If you are looking to model it after an existing in game targeting method: Look at the 'planetary starlane drive'. I would prefer that level of cost implied by just copy and replace of that behaviour then OP suggestion. For sake of consistency it should have similar costs to starlane creation. Which...
- Sun May 13, 2018 6:08 pm
- Forum: Support
- Topic: Fighters and such
- Replies: 13
- Views: 9203
Re: Fighters and such
?? is there any way to have a rough report (txt or other) stating wich ship design fire against what with brut damage and shield effectieveness i know it could be rather long and should be optional if in the gui player interface but it could be of gui in some battle log that you could exam "by...
- Sun May 13, 2018 5:48 am
- Forum: Play-Testing Feedback
- Topic: AI doesn't attack player
- Replies: 4
- Views: 1467
Re: AI doesn't attack player
I have experienced similar issues, AI in late game often becomes unaggressive. Currently playing: 2018-04-30.2146fa3 + some custom changes(essentially higher production ATM) Multiplayer games with 3 AI, 1 moderator, 100 or so systems Trigger seems to be something like two AI's have doom stacks with ...
- Thu Apr 19, 2018 1:35 pm
- Forum: Other Game Design
- Topic: Impose limits on pop-dependent research & production bonuses
- Replies: 38
- Views: 9006
Re: Impose limits on pop-dependent research & production bon
The rate of growth is the problem. Because, really, for good game scaling, in the end you do want production points to go from 10/turn to beyond 10e20/turn. This doesn't make much sense. In addition to the impracticality in the UI and for balancing such a huge range of resource output values, havin...
- Thu Apr 19, 2018 4:15 am
- Forum: Other Game Design
- Topic: Impose limits on pop-dependent research & production bonuses
- Replies: 38
- Views: 9006
Re: Impose limits on pop-dependent research & production bon
The issue was the huge growth in the values between the start and end of the game. The rate of growth is the problem. Because, really, for good game scaling, in the end you do want production points to go from 10/turn to beyond 10e20/turn. Thus huge growth of values is not the root cause of the con...