Search found 175 matches

by unjashfan
Tue May 15, 2012 9:59 pm
Forum: Support
Topic: Population question and cultural archives question
Replies: 1
Views: 199

Population question and cultural archives question

I'm wondering about how hostile and uninhabitable planets affect population. When playing as a phototrophic species, uninhabitable places (gas giants and asteroids) support a higher population than hostile planets. It doesn't make much sense to me - shouldn't uninhabitable be worse than hostile? I'm...
by unjashfan
Sat Apr 14, 2012 4:29 pm
Forum: Support
Topic: My Observations - Playtester
Replies: 34
Views: 1521

Re: My Observations - Playtester

They are just sitting there on their home planet and doing nothing.
I'm having the same problem. I'm assuming it has something to do with the huge revamps, mainly with the changes to the farming focus, and that the AI code hasn't been updated yet.
by unjashfan
Wed Apr 11, 2012 7:59 pm
Forum: Support
Topic: Dimensional Cloak tech unlock
Replies: 1
Views: 172

Dimensional Cloak tech unlock

The dimensional cloak tech unlocks the phasing cloak ship part. If it was intentional, just ignore this. Here's a fix that makes it unlock the dimensional cloak ship part.
techs.zip
(10.41 KiB) Downloaded 19 times
by unjashfan
Sun Apr 08, 2012 12:53 am
Forum: Support
Topic: Eaxaw preferred planet type
Replies: 1
Views: 268

Eaxaw preferred planet type

The description says Eaxaw likes desert planets, but in-game they use terran planets. I think I can fix that, but I want to make sure which is right planet type first.
by unjashfan
Sat Apr 07, 2012 3:31 am
Forum: Other Game Design
Topic: Tech Capture on Conquest
Replies: 8
Views: 455

Re: Tech Capture on Conquest

should prerequisites be considered in calculating what you can steal? I say yes. For example, if empire A captures a planet belonging to empire B that has a cloning center, but empire A hasn't learned the prereqs, it'd be ridiculous to have the cloning center working for empire A instantly. Also, h...
by unjashfan
Sat Apr 07, 2012 3:18 am
Forum: Other Game Design
Topic: Is ship hull revision required?
Replies: 1
Views: 199

Is ship hull revision required?

After a series of playtest games, I find that I tend to stick to some hulls more than others. There are quite a few "swarm" hulls that have really low structure (that I think were meant to be spammed), but they either require too much effort to unlock or just isn't much of an improvement from the sm...
by unjashfan
Fri Apr 06, 2012 6:57 pm
Forum: Support
Topic: Ravenous Hull external slots (fixed)
Replies: 1
Views: 361

Ravenous Hull external slots (fixed)

The ravenous hull description always said it had 4 external slots, but the hull only has 3. I've always thought it was a typo and it was something minor. Turns out the bit of code for the 4th slot used the same co-ordinates as the 3rd, and both slots overlapped. I only know basic programming and I h...
by unjashfan
Mon Apr 02, 2012 1:10 am
Forum: Other Game Design
Topic: Ship design save files?
Replies: 1
Views: 168

Ship design save files?

Since it can be a pain to design ships over and over again, maybe something like ship design files can be implemented. This way players can save their own designs into a file, and load those designs via the design window at the beginning of the game. Any thoughts?
by unjashfan
Fri Mar 30, 2012 7:09 pm
Forum: Support
Topic: Xenological Hybridization v4747
Replies: 10
Views: 475

Re: Xenological Hybridization v4747

OK this time it's really about Xen Hybridization. Xen genetics doesn't seem to be active once this tech is active, but symbiotic biology still works. In the save file, Rimmer III is a small poor planet with a max population of 9 (scylior), but Tenebra I is adequate and has a max population of 8.5 (t...
by unjashfan
Thu Mar 29, 2012 10:48 pm
Forum: Support
Topic: Broken Orbital Incubator
Replies: 3
Views: 233

Broken Orbital Incubator

If I try to add the orbital incubator to the production queue, FO crashes. Here's a save that has orbital incubator unlocked. Hope this helps.
test.zip
(33.36 KiB) Downloaded 14 times
by unjashfan
Thu Mar 29, 2012 10:43 pm
Forum: Support
Topic: Xenological Hybridization v4747
Replies: 10
Views: 475

Re: Xenological Hybridization v4747

I'll give photobucket a try next time. Thanks!
by unjashfan
Wed Mar 28, 2012 10:11 pm
Forum: Support
Topic: Xenological Hybridization v4747
Replies: 10
Views: 475

Re: Xenological Hybridization v4747

Dude your link to the image should be an 18+ ... Those were not the big round planets I thought Id see :lol: Sorry about that. I figured we are mature enough to ignore the ads. I try to find hosts that do not require making an account since I don't upload pics often and I've also used that site bef...
by unjashfan
Wed Mar 28, 2012 12:09 pm
Forum: Support
Topic: Xenological Hybridization v4747
Replies: 10
Views: 475

Re: Xenological Hybridization v4747

Oops - I think I got Xen Genetics and Xen Hybridization mixed up. Anyway, here's a screenshot of the problem and the save file.
test.zip
(30.92 KiB) Downloaded 32 times
EDIT: Screenshot won't link as I would like to. Should still work though.
Image
by unjashfan
Tue Mar 27, 2012 6:06 pm
Forum: Support
Topic: Xenological Hybridization v4747
Replies: 10
Views: 475

Xenological Hybridization v4747

Once this tech is active, adequate planets have a higher target population than good planets of the same size (medium gets +12 and small gets +8, haven't seen large or huge yet). I'm assuming this is likely a typo somewhere in FO's code, but if anyone wants screenshots or saves, I'll upload.
by unjashfan
Tue Mar 27, 2012 6:22 am
Forum: Support
Topic: Extra Fuel Tank
Replies: 1
Views: 193

Extra Fuel Tank

The new extra fuel tank part gives 0.1 extra fuel, but the other tanks are still at their original values. 0.1 extra fuel isn't very useful at all, so I'm wondering if it got chopped to 10% when a lot of other things got revamped in v4747.