Search found 175 matches

by unjashfan
Thu Mar 22, 2012 11:22 pm
Forum: Other Game Design
Topic: "Construction" vs. "Infrastructure"
Replies: 29
Views: 1764

Re: "Construction" vs. "Infrastructure"

4. The boni or effects of the following techs will need infrastructure 20 to take effect: Artificial Minds (Research+5) Sentient Automatation (Industry+5) Active Radar, Neutron Scanner, Sensors (Detection+40,+60,+80) 5. The boni or effects of the following techs will need infrastructure 40 to take ...
by unjashfan
Thu Mar 22, 2012 6:27 am
Forum: Other Game Design
Topic: Should gas giants have the impact visual effect?
Replies: 5
Views: 314

Should gas giants have the impact visual effect?

Recent versions have the occasional impact crater-like visual effect on planets, which I think is pretty awesome. But I think gas giants deserve to be exempted from this effect because it just doesn't make sense.
by unjashfan
Thu Mar 22, 2012 6:23 am
Forum: Other Game Design
Topic: Shields vs Advanced damage control
Replies: 2
Views: 1002

Re: Shields vs Advanced damage control

Maybe lowering the number of slots on the fractal is a good idea. Most of the other hulls that can be unlocked around the same time have 6-10 slots, with the organic hulls having the fewest (bio-adaptive has 4 and ravenous has 5). Speaking of which, the bio-adaptive and nano-robotic hulls come with ...
by unjashfan
Thu Mar 22, 2012 3:17 am
Forum: Other Game Design
Topic: Shields vs Advanced damage control
Replies: 2
Views: 1002

Shields vs Advanced damage control

This isn't really a new thing, since shields and advanced damage control have been like this for a while. Simply put, since advanced damage control fully restores structure at end of turn, I feel like this tech is essentially outclassing the shielding techs. For shields, they will only regen if a sh...
by unjashfan
Mon Mar 12, 2012 6:18 pm
Forum: Support
Topic: Can't load saves in v4720
Replies: 12
Views: 562

Can't load saves in v4720

FO crashes when I try to load any save file. I even made a new game, saved immediately, closed FO, and tried to load it again but that didn't work either. Any way I can get around this?
by unjashfan
Sun Feb 26, 2012 8:01 pm
Forum: Support
Topic: Updating/crashing problem with version 4666
Replies: 5
Views: 358

Re: Updating/crashing problem with version 4666

I tried creating a useful save file, and all I did was design a ship. If I try saving the game after I designed the ship, the game crashes. The save file loads from the exact beginning of the game, so I find no point uploading it. The problem occurs if a ship design gets added or deleted; the game c...
by unjashfan
Sat Feb 25, 2012 11:45 am
Forum: Support
Topic: Updating/crashing problem with version 4666
Replies: 5
Views: 358

Updating/crashing problem with version 4666

I downloaded and installed the latest test version 4666, but the game keeps crashing on me. Somehow, the game still thinks it's still SVN 4635, and the crashing occurs after I start designing ships. I tried uninstalling and reinstalling the game but I keep getting this problem. What can I do to fix ...
by unjashfan
Fri Feb 17, 2012 6:06 pm
Forum: Support
Topic: Mineral Special Problem
Replies: 8
Views: 598

Re: Mineral Special Problem

...using a species that prefers radiated planets to colonize would allow you to use the mining focus as well, since all those things would make the planet a full-blown colony instead of an outpost. I once tried to save the need for terraforming by invading a native population, then building a shipy...
by unjashfan
Fri Feb 10, 2012 6:46 pm
Forum: Support
Topic: Stackable building effects
Replies: 2
Views: 290

Stackable building effects

I'm just wondering if building effects weren't meant to be stackable. I know enclave of the void is getting fixed (as of 4630 it's still stackable which means you can keep building multiple copies of the building to increase target research to insane levels). I found out that the genome bank is stac...
by unjashfan
Fri Feb 10, 2012 6:40 pm
Forum: Support
Topic: So far, colonizing doesn't seem to be possible, me?
Replies: 9
Views: 1346

Re: So far, colonizing doesn't seem to be possible, me?

Medio, is there a tech that allows hostile planets to be colonized or a hidden turn counter? It works later in the game, but i never noticed which tech enabled it. Is it the growth ones that increase population maybe? The Xenological Hybridization tech (which follows Xenological Genetics) allows th...
by unjashfan
Thu Feb 09, 2012 11:35 pm
Forum: Other Game Design
Topic: A few simple things to make FO more playable
Replies: 146
Views: 6139

Re: A few simple things to make FO more playable

I was thinking maybe there could be a custom ship design save file for players so the game would load a personal list instead of the default list. This way players don't have to keep redesigning ships over and over again. This could also help players keep their ship designs organized since currently...
by unjashfan
Sun Jan 29, 2012 1:54 am
Forum: Support
Topic: My Observations - Playtester
Replies: 34
Views: 1521

Re: My Observations - Playtester

Well, i added designs that include all of the first eight weapons. What happens if i add a bunch more? Does the AI have a way to choose the best available design, or is it random? It seems that the AIs prefer grinding defense techs, and neglect weaponry in favour of growth or production ability (pe...
by unjashfan
Sat Jan 28, 2012 10:14 am
Forum: Support
Topic: Rogue planet?
Replies: 6
Views: 439

Rogue planet?

I came across a rogue planet that doesn't orbit any star. Is this intentional?

Image
by unjashfan
Sat Jan 28, 2012 10:08 am
Forum: Other Game Design
Topic: AI ship management/ship design simulation
Replies: 11
Views: 750

Re: AI ship management/ship design simulation

Since you are doing this in excel, you should graph your numbers. I was trying to go for a smooth curve in power increase, with a small bias towards memorable whole numbers (i.e. 30 instead of 32). Your progression gets pretty choppy in the middle If I ever make another chart like this, I'll add in...
by unjashfan
Fri Jan 27, 2012 4:42 am
Forum: Other Game Design
Topic: AI ship management/ship design simulation
Replies: 11
Views: 750

Re: AI ship management/ship design simulation

Here's a weapon tech chart that looks more balanced for the current version. Damage ratio %'s are there for comparison purposes, and may help with refining the system further later on. I don't think this will be the final version (see below), but the damage output has been changed to soften the extr...