Search found 175 matches

by unjashfan
Sun Feb 03, 2013 10:20 pm
Forum: Scripting & Balancing
Topic: Recalibrating Population & Production
Replies: 135
Views: 4391

Re: Recalibrating Population & Production

So everyone get in your patches before then
Gah! I just saw this now. I've updated my post in this thread with the patch: viewtopic.php?f=15&t=7183
by unjashfan
Sun Feb 03, 2013 1:59 am
Forum: Scripting & Balancing
Topic: Cost Effectiveness: Ship comparisons
Replies: 65
Views: 2775

Re: Cost Effectiveness: Ship comparisons

That testing of 90/150 was probably with the archive production rate twice it is now, right?
Yep. With the new archives, we probably could drop the costs down a little more.
by unjashfan
Sat Feb 02, 2013 11:07 pm
Forum: Scripting & Balancing
Topic: Cost Effectiveness: Ship comparisons
Replies: 65
Views: 2775

Re: Cost Effectiveness: Ship comparisons

How about something like reducing outpost and colony pod costs to 80 and 120 with 5% cost growth rate? I've been testing with 90 and 150 with 4% rate. While colonizing is still rather slow, I don't find it too boring, and I will be picky with the planets I want to colonize. I usually prefer at leas...
by unjashfan
Sat Feb 02, 2013 10:56 pm
Forum: Support
Topic: Can't switch capitals
Replies: 12
Views: 479

Re: Can't switch capitals

Once troop ships were there, clicking on the system to bring up the side panel crashed it twice in a row Weird. I can't replicate this, but the natives in question for me was abaddonni. I thought the check wasn't inclusive, but I was allowed to build the palace on all my colonies. Now I'm really co...
by unjashfan
Fri Feb 01, 2013 3:01 pm
Forum: Support
Topic: Can't switch capitals
Replies: 12
Views: 479

Re: Can't switch capitals

I changed the check condition from "between 0 and 0" to "between -1 and 1" and it seems to work as intended (numbers don't seem to be inclusive). Building new imperial palaces will require scrapping the old one first (I'm assuming that's how it was intended). Here's the patch: buildings.txt.patch Re...
by unjashfan
Fri Feb 01, 2013 3:11 am
Forum: Scripting & Balancing
Topic: constructed hull production costs and overall cost balancing
Replies: 4
Views: 1134

constructed hull production costs and overall cost balancing

A few of us have already mentioned that constructed hulls are too expensive, bordering on unusable. I tried to play a few games using just constructed hulls early game and got dominated really quickly. I've already created and tested a new set of numbers in which I think is balanced, but I want some...
by unjashfan
Thu Jan 31, 2013 7:29 pm
Forum: Scripting & Balancing
Topic: Recalibrating Population & Production
Replies: 135
Views: 4391

Re: Recalibrating Population & Production

The bars are more useful for seeing the differences that will result from changing focus. Why not replace the bar graph with a couple numbers that show current production, target production, and the difference of current and target production? This way the differences resulting from changing focus ...
by unjashfan
Wed Jan 30, 2013 10:28 pm
Forum: Play-Testing Feedback
Topic: Playtesting Rev 5689
Replies: 25
Views: 1130

Re: Playtesting Rev 5689

Just before the AI took over one of my colonies, I tried to build an evacuation building there in an attempt to turn the planet into an outpost before the inevitable happened. Turns out the AI forgot to remove the evac building from the production queue and the planet "died out" while it was under t...
by unjashfan
Tue Jan 29, 2013 7:27 pm
Forum: Scripting & Balancing
Topic: Cost Effectiveness: Ship comparisons
Replies: 65
Views: 2775

Re: Cost Effectiveness: Ship comparisons

...how would you suggest tweaking colony ship costs? I suggest reducing the colony pod cost to at least half the current cost, and for the upkeep, I second this idea: I think the increased base cost is both a good idea and probably placed around a good spot, and the idea of exponential growth a goo...
by unjashfan
Mon Jan 28, 2013 5:36 pm
Forum: Scripting & Balancing
Topic: Cost Effectiveness: Ship comparisons
Replies: 65
Views: 2775

Re: Cost Effectiveness: Ship comparisons

So it's working as intended then? The idea was partly to encourage smaller empires. I'm sure it is, but a little overkill. What I don't like about this is that everything slows down so much early game since it takes about 20 turns to get a 3rd colony ship online. I feel the 10-fold cost increase is...
by unjashfan
Fri Jan 25, 2013 5:30 am
Forum: Scripting & Balancing
Topic: Ancient Ruins Death Ray reference
Replies: 2
Views: 554

Re: Ancient Ruins Death Ray reference

I think death ray 1 is good enough.
by unjashfan
Fri Jan 25, 2013 5:27 am
Forum: Play-Testing Feedback
Topic: Notes on rev 5670
Replies: 18
Views: 971

Re: Notes on rev 5670

I think the more aggressive AIs colonize hostile planets too much. It tends to screw them over more than it helps them. Maybe it even slows them down since they're wasting a lot of colony ships just to end up with outposts. Perhaps change them so that they spam outposts instead? With the new populat...
by unjashfan
Wed Jan 23, 2013 6:29 pm
Forum: Scripting & Balancing
Topic: Armour plating balancing
Replies: 31
Views: 2269

Re: Armour plating balancing

As suggested by Vezzra, I've removed all speed penalties from all armours, and also balanced them out a bit. Here's a rundown of the changes I've made: Changes from yandonman's neutronium patch are included Changed the RP cost of almost all armours so that it more or less scales with armour strength...
by unjashfan
Wed Jan 23, 2013 3:05 pm
Forum: Support
Topic: Dead colonies still producing resources
Replies: 19
Views: 834

Re: Dead colonies still producing resources

not to mention encouraging of spamming the whole galaxy with colonies that then decay into outposts. Exactly what I'm worried about. I couldn't agree more. --- The fact that outposts/dead colonies have no foci makes me think that there is more of a reason to force all outposts/dead colonies to prod...
by unjashfan
Wed Jan 23, 2013 2:41 am
Forum: Other Game Design
Topic: Shields -> Damage Reduction
Replies: 128
Views: 5455

Re: Shields -> Damage Reduction

If a shield activates during battle (i.e: ship gets hit), shield strength will be reduced to 0 after battle For simplicity, shield strength remains constant throughout a battle Shields regen by 1 every turn outside of battle; techs may be added to increase this effect The main idea behind this conc...