Search found 685 matches

by Sloth
Tue Jul 26, 2016 7:33 am
Forum: Scripting & Balancing
Topic: Unique asteroid names
Replies: 9
Views: 1212

Re: Unique asteroid names

Some proposals (any suggestions appreciated) I - Inner Belt II - Nebula Remnants III - ? IV - Outer Belt V - Planetary Remnants VI - Satellite Cluster VII - Sparse Oort Cloud Shorter names would be great, though they should probably all roughly equate to the same total mass (the oort cloud may be a...
by Sloth
Tue Jul 26, 2016 7:23 am
Forum: Graphics
Topic: Proposal: landscape images for planet environments
Replies: 34
Views: 23499

Re: Proposal: landscape images for planet environments

Vezzra wrote:
Ouaz wrote:I applied some color balance, to get a more "jovian-like" atmosphere
Yep, looks better. As far as I am concerned, feel free to commit...
Vas-y!
by Sloth
Tue Jul 26, 2016 7:19 am
Forum: Other Game Design
Topic: Honeycomb special creates systems with stars but no planets
Replies: 21
Views: 1863

Re: Honeycomb special creates systems with stars but no plan

I'm, in theory, testing some other stuff to tidy up my remaining to-do before release, if anyone (Sloth?) fancies trying to fix this that'd be good, it's an edge case but I don't like kraken nests on asteroid belts happening so it'd be good to fix it. 9 AIs with these settings is what gave me this ...
by Sloth
Tue Jul 26, 2016 7:13 am
Forum: Scripting & Balancing
Topic: New Building: Automated History Analyser
Replies: 8
Views: 1491

Re: New Building: Automated History Analyser

Yea, Egassm will love it. ...and they still need a little love from us devs. I spent a chunk of time recently nerfing them a bit because I'd overpowered them y'know ;-) Egassm can be quite good when useful Natives are nearby. But lots of AI Egassm empires i encountered got stuck in the early game a...
by Sloth
Mon Jul 25, 2016 8:53 pm
Forum: Scripting & Balancing
Topic: New Building: Automated History Analyser
Replies: 8
Views: 1491

Re: New Building: Automated History Analyser

This looks like a decent boost for production heavy species, though not as beneficial for those with a malus. Yea, Egassm will love it. ...and they still need a little love from us devs. A nice option for human players to decide on, guessing the AI could simply decide to build it if certain conditi...
by Sloth
Mon Jul 25, 2016 10:27 am
Forum: Scripting & Balancing
Topic: New Building: Automated History Analyser
Replies: 8
Views: 1491

Re: New Building: Automated History Analyser

Reason 5: The tech "The Physical Brain" and its successor "Translinguistics" are currently Theories and would profit from some content.

There's a building icon that's currently unused (correct me if i'm wrong) and would fit the Automated History Analyser:
by Sloth
Sun Jul 24, 2016 10:36 pm
Forum: Scripting & Balancing
Topic: New Building: Automated History Analyser
Replies: 8
Views: 1491

New Building: Automated History Analyser

Here is an idea for a building that i want to try past v0.4.6: "The Automated History Analyser can only be build on a planet with [[buildingtype BLD_CULTURE_ARCHIVES]]. Increases target [[encyclopedia RESEARCH_TITLE]] by 5. An automated research center with enormous computing power that scours the d...
by Sloth
Sun Jul 24, 2016 6:02 pm
Forum: Graphics
Topic: Proposal: landscape images for planet environments
Replies: 34
Views: 23499

Re: Proposal: landscape images for planet environments

As with various other pick-from-a-set textures or images, use a consistent mapping from object ID to texture id, such as mod(object_id, num_textures) A consistent mapping would also allow unique planets like the Honeycomb or the Philosopher Planet to have unique art. If someone is willing to make a...
by Sloth
Sat Jul 23, 2016 9:28 am
Forum: Other Game Design
Topic: Idea about Troops/Invasions
Replies: 2
Views: 646

Re: Idea about Troops/Invasions

This suggestion sounds familiar and i'm pretty sure someone posted something similar before (not being able to invade hostile planets), but i wasn't able to find it with a quick search. I think it would be a good feature, but the work involved to implement it is not trivial and it's not so easy to m...
by Sloth
Fri Jul 22, 2016 5:39 pm
Forum: Graphics
Topic: Proposal: landscape images for planet environments
Replies: 34
Views: 23499

Re: Proposal: landscape images for planet environments

To avoid that your suggestion gets buried and forgotten here, can you make an appropriate issue on github and put a link in there to your posts here? I made a pull request instead (that only contains the pictures). That should do as a reminder. Handling multiple graphics in that context is a bit co...
by Sloth
Fri Jul 22, 2016 8:13 am
Forum: Graphics
Topic: Proposal: landscape images for planet environments
Replies: 34
Views: 23499

Re: Proposal: landscape images for planet environments

And three more (note that the other images weren't really suitable for this format). I tested them ingame and they all worked well enough.
by Sloth
Fri Jul 22, 2016 8:09 am
Forum: Graphics
Topic: Proposal: landscape images for planet environments
Replies: 34
Views: 23499

Re: Proposal: landscape images for planet environments

Hm, I definitely like the idea. Provided we do a decent couple of images per planet type, getting the same image of a desert for each desert planet doesn't help immersion IMO. In case someone is willing to code up the changes needed to implement different images for each planet type, I produced som...
by Sloth
Thu Jul 21, 2016 7:45 am
Forum: Play-Testing Feedback
Topic: The Combat Report should round numbers
Replies: 1
Views: 317

The Combat Report should round numbers

I was fighting with Organic Hulls which apparently have some odd structure values, probably because of their growth.
I think the combat report shouldn't show the numbers with that much detail. (Using the git version compiled two days ago)
by Sloth
Tue Jul 19, 2016 10:27 pm
Forum: Other Game Design
Topic: Honeycomb special creates systems with stars but no planets
Replies: 21
Views: 1863

Re: Honeycomb special creates systems with stars but no plan

..., for future ref is set planet size needed for this? I'm not 100% sure, but i guess it should be possible to have large or huge asteroid belts and for example population uses Target.SizeAsDouble (which will allow lots of Exobots on these asteroids). will really appreciate assitance if you're ava...
by Sloth
Tue Jul 19, 2016 9:30 pm
Forum: Other Game Design
Topic: Honeycomb special creates systems with stars but no planets
Replies: 21
Views: 1863

Re: Honeycomb special creates systems with stars but no plan

I went ahead and produced a tiny PR that applies the changes suggested by Mat here: https://github.com/freeorion/freeorion/pull/774

I haven't participated in developing FO for more than 8 month, feeling a bit rusty.