Search found 175 matches

by unjashfan
Thu Apr 04, 2013 12:26 am
Forum: Play-Testing Feedback
Topic: 5937 Feedback
Replies: 44
Views: 2288

Re: 5937 Feedback

AI did not attack with troop ships anymore, but nevertheless still entered my systems without battle-ship escort...over and over again. I've been noticing this behavior too. I still think that the AI makes too many troop ships. Troop ships are not as well armed, and they contribute to the ship upke...
by unjashfan
Mon Mar 11, 2013 5:49 am
Forum: Play-Testing Feedback
Topic: Impressions about 0.4.2
Replies: 8
Views: 893

Re: Impressions about 0.4.2

cochise wrote: After two games, with 150 and 200 systems and 3 and 4 AIs, both going up to turn 200. * None of them are really difficult AndrewW wrote: Helps if you reduce the number of systems and/or increase the number of AI's to make things more challenging. At 15-30 systems per empire, AIs will...
by unjashfan
Thu Mar 07, 2013 7:10 pm
Forum: Support
Topic: 5832 loading save files sometimes crashes FO
Replies: 15
Views: 1209

Re: 5832 loading save files sometimes crashes FO

These should be it:
freeorion.zip
(7.74 KiB) Downloaded 29 times
by unjashfan
Thu Mar 07, 2013 2:49 am
Forum: Support
Topic: 5832 loading save files sometimes crashes FO
Replies: 15
Views: 1209

5832 loading save files sometimes crashes FO

I've been having this weird problem lately in which loading saved games sometimes crashes FO. After I click "close the program" from the windows error window, FO doesn't close, but instead gives me an error message stating "player AI_No1" (also seen AI_No2 mentioned) is no longer connected to the se...
by unjashfan
Wed Feb 27, 2013 6:17 am
Forum: General Discussion
Topic: YouTube: Yandonman vs "The AIs (3)"
Replies: 3
Views: 1039

Re: YouTube: Yandonman vs "The AIs (3)"

Nice videos! Makes me want to make some too.
by unjashfan
Wed Feb 27, 2013 2:00 am
Forum: Other Game Design
Topic: Fuel-- do we need it?
Replies: 30
Views: 1668

Re: Fuel-- do we need it?

1) Ships travel at a reduced speed on starlanes that are not supply lines for any empire, or 2) Ships travel at a reduced speed when not on their own starlanes --or those of an ally. I would prefer point 2 over point 1, but I think that is heading into problems like the armor with speed penalties. ...
by unjashfan
Tue Feb 26, 2013 3:36 am
Forum: Other Game Design
Topic: Top-Down Revision of Ship Hulls
Replies: 17
Views: 2792

Re: Top-Down Revision of Ship Hulls

Here's what I see in the different hull types: Constructed hulls: Large, manufactured starships that requires well developed industries to produce. Has good slot distribution, average speed and fuel, highest production cost, medium-low build time, and medium-high structure. Good for general combat b...
by unjashfan
Mon Feb 25, 2013 11:36 pm
Forum: Scripting & Balancing
Topic: constructed hull production costs and overall cost balancing
Replies: 4
Views: 1152

Re: constructed hull production costs and overall cost balan

Here's a chart that hopefully should cover everything. The PP cost values I suggest are under the "PP cost after" column. The rightmost column is an attempt to differentiate hull performance: How much damage it might dish out, how much punishment it can take, and how fast it can get around. It uses ...
by unjashfan
Sat Feb 23, 2013 10:26 pm
Forum: Scripting & Balancing
Topic: Psycho Dom
Replies: 2
Views: 406

Re: Psycho Dom

This sounds good :) . Maybe make the effects extend to adjacent starlanes only so players will have to decide where they want to build the PsychoDom.
by unjashfan
Sat Feb 23, 2013 10:19 pm
Forum: Scripting & Balancing
Topic: New space monster: Maintenance Ship
Replies: 27
Views: 3207

Re: New space monster: Maintenance Ship

Since it's a maintenance ship, why not have them run around and heal other monsters? It would still be able to engage targets, but it would be weaker than the sentries. I guess it would be a support platform that shines when it's paired with other monsters, so it would try to search for other monste...
by unjashfan
Sat Feb 23, 2013 10:14 pm
Forum: Other Game Design
Topic: Attempted Colonization on top of Hidden Colonies
Replies: 16
Views: 790

Re: Attempted Colonization on top of Hidden Colonies

Ex; I have 10 detection, planet has 20 stealth: I can see 15 troops, but in reality there are 30. (the exact percentage is random) I am able to invade, and can capture if I muster the 30+ troops. This mechanic can be abused on certain natives such as Nymnmn and Furthest. Their planets are stealthed...
by unjashfan
Fri Feb 22, 2013 5:59 am
Forum: Other Game Design
Topic: Why are supply lanes visible?
Replies: 24
Views: 1188

Why are supply lanes visible?

In a nutshell, title says it all - I'd like to know why supply lanes are visible to every empire. All supply lanes are visible to every empire and it has been like this for a while, though it hasn't always been this way. I've always wanted to know what the idea or concept behind this is. Ever since ...
by unjashfan
Fri Feb 22, 2013 4:25 am
Forum: FreeOrion Project
Topic: 0.4.2 RC4 Schedule
Replies: 18
Views: 1981

Re: 0.4.2 RC4 Schedule

My most recent playtest: 80 systems, 3 AIs, aggressive difficulty, played as human. Result: All AIs defeated around turn 100. Spawned sandwiched between etty and egassem. I colonized close to the etty capital without knowing and the Mark V's quickly chased me away and my colony got invaded (nice one...
by unjashfan
Wed Feb 20, 2013 7:03 am
Forum: Other Game Design
Topic: Corporations
Replies: 16
Views: 854

Re: Corporations

What about certain buildings like terraforming or stargates? Terraforming disappears after use, and a stargate is just... a stargate. It's a little weird when you have to have a "department of stargates" in the same system just to use a stargate - it's like running a hospital only if you have the mi...
by unjashfan
Tue Feb 19, 2013 12:02 am
Forum: Other Game Design
Topic: Shutdown windows process (AI client) if defeated
Replies: 13
Views: 734

Re: Shutdown windows process (AI client) if defeated

there's nothing implemented to decide when an AI empire is defeated / can be excluded from future turns. I think an empire can be considered defeated when said empire has no colonies, no colony class ships, and no troop ships remaining on the map. Basically all methods of colonization/invasion must...