Search found 685 matches

by Sloth
Thu Sep 22, 2016 2:18 pm
Forum: FreeOrion Project
Topic: 0.4.6 release procedure
Replies: 41
Views: 18510

Re: 0.4.6 release procedure

Thanks for the great work!
by Sloth
Wed Sep 21, 2016 8:19 pm
Forum: FreeOrion Project
Topic: is there a todo list regarding graphics
Replies: 21
Views: 11593

Re: is there a todo list regarding graphics

Some specials that really need proper icons: Abandoned Colony, Honeycomb, Moderate Tech Natives, High Tech Natives, Temporal Anomaly.
by Sloth
Thu Sep 01, 2016 2:29 pm
Forum: Other Game Design
Topic: Custom Species/ Additional Species
Replies: 5
Views: 1013

Re: Custom Species/ Additional Species

ive spent about 6hrs tonight looking and havent found any additional species to download into FO... the basic starting ten are ok, but id like more variety and if there is a list of species mods or anything that will add more choices and more potential opponents, please link for me? I hope you are ...
by Sloth
Mon Aug 29, 2016 9:56 pm
Forum: Other Game Design
Topic: Rescale MultiMeterStatusBar to show largest value.
Replies: 3
Views: 759

Re: Rescale MultiMeterStatusBar to show largest value.

This is a good solution.

(I won't say anymore because i have some painful memories of a heated debate about the graphs years ago)
by Sloth
Mon Aug 22, 2016 10:37 am
Forum: Scripting & Balancing
Topic: Guarded specials vs Monsters = None
Replies: 7
Views: 1237

Re: Guarded specials vs Monsters = None

I agree with Vezzra here. A game in alpha stage doesn't have to be balanced for every combination of settings. Some of them can be considered Sand-Box. That could be solved if what an Ancient Ruin will give the player is already decided at the time of placement, so you can decide on the kind of guar...
by Sloth
Mon Aug 08, 2016 7:36 am
Forum: Scripting & Balancing
Topic: New Special: Kraken below the Ice
Replies: 4
Views: 1176

New Special: Kraken below the Ice

While making the white Kraken icon for Domesticated Mega-Fauna, i had an idea for a fun little special: Kraken below the Ice Description: Deep below the icy crust of this planet lies a white-colored prehistoric ancestor of the Kraken Space Monster. location: Only on Tundra planets Stealth: 25 (Needs...
by Sloth
Sun Aug 07, 2016 8:16 pm
Forum: Graphics
Topic: Tech Icons
Replies: 377
Views: 103940

Re: Tech Icons

I find it strange that the current icon for Domesticated Mega-Fauna is a (non-organic) space ship. Wouldn't it be better to use a space monster as icon (for example the Kraken)?
by Sloth
Sat Aug 06, 2016 2:28 pm
Forum: Scripting & Balancing
Topic: New special: Asteroid Coating
Replies: 18
Views: 2837

Re: New special: Asteroid Coating

So some additional alternatives: Go nuts with trans-dimensional in the description, with the worms only working for the current caretakers. Change the description and logic to granting an un-researchable tech, keeping a similarity to Reinforced Hulls. Require a supply line with only slight changes ...
by Sloth
Sat Aug 06, 2016 11:47 am
Forum: Play-Testing Feedback
Topic: Terraform Exobot colonies
Replies: 33
Views: 3357

Re: Terraform Exobot colonies

Geoff the Medio wrote:It should also be possible to script buildings that terraform "clockwise" and "counter clockwise".
That would be the solution with the least clutter. As for the images...
by Sloth
Fri Aug 05, 2016 9:23 am
Forum: Scripting & Balancing
Topic: Ground Guardians for specials
Replies: 11
Views: 1661

Re: Ground Guardians for specials

It didn't when we were testing various ideas for the Fortress, AFAIK it hasn't changed since then. I remember that. I went ahead and created a PR with the species version, which worked fine: https://github.com/freeorion/freeorion/pull/837 Now the chances are 42% Sentry, 28% Ground Guardians and 30%...
by Sloth
Thu Aug 04, 2016 9:05 am
Forum: Scripting & Balancing
Topic: Ground Guardians for specials
Replies: 11
Views: 1661

Re: Ground Guardians for specials

On can add ground troops to planets that don't have any population / species on them Does the invasion mechanic implementation support invading empty (non-colony/outpost) planets? If yes, and I can drop troops onto such a planet, what will that planet turn into on successful invasion? An outpost? I...
by Sloth
Wed Aug 03, 2016 5:41 pm
Forum: Play-Testing Feedback
Topic: Wasted PPs
Replies: 1
Views: 345

Re: Wasted PPs

EricF wrote:Sometimes the supply lines turn green. Does that mean they are being disrupted somehow?
The green lines indicate wasted production.

Clicking on the exclamation mark will take you to the production screen with the affected supply connection.
by Sloth
Wed Aug 03, 2016 5:26 pm
Forum: Scripting & Balancing
Topic: Ground Guardians for specials
Replies: 11
Views: 1661

Re: Ground Guardians for specials

dbenage-cx wrote:Really like the general idea. Might be an issue with the AI seeing this as a higher value target (viewed as capturing a colony, instead of a costly outpost).
They do get an outpost on a planet with a good special. That's better than conquering a Raagh planet.
by Sloth
Wed Aug 03, 2016 2:35 pm
Forum: Scripting & Balancing
Topic: New special: Asteroid Coating
Replies: 18
Views: 2837

Re: New special: Asteroid Coating

What about applying the effect only to ships within supply range? The effect would be to add a special to the ship, which increases structure as above. It's currently implemented like Reinforced Hull. Asteroid hulls immediately get the bonus for max structure, but need to be "repaired" to actually ...
by Sloth
Wed Aug 03, 2016 1:55 pm
Forum: Scripting & Balancing
Topic: Ground Guardians for specials
Replies: 11
Views: 1661

Ground Guardians for specials

This is an idea i had a long time ago, but never really followed (maybe this has already been suggested before?): Instead of creating a Sentry or Maintenance Ship in the system, specials could create ground guardians protecting the planet. This results in fewer roadblocks early in the game, while st...