Search found 175 matches

by unjashfan
Wed Jan 23, 2013 2:16 am
Forum: Support
Topic: Dead colonies still producing resources
Replies: 19
Views: 838

Re: Dead colonies still producing resources

The planet in question was owned by an AI, so I wouldn't know exactly what happened when the colony died off. The AI in question was a maniacal one, so it's rather likely that the AI colonized the (hostile?) planet and the colony died off quickly before the focus was switched. It produces for one tu...
by unjashfan
Tue Jan 22, 2013 4:39 pm
Forum: Support
Topic: Dead colonies still producing resources
Replies: 19
Views: 838

Dead colonies still producing resources

I have a hunch this is a bug, but I want to make sure first. Acrux I is somehow receiving the gas giant gen and micrograv industry boost.
DeadHostileProduction.png
DeadHostileProduction.png (719.83 KiB) Viewed 710 times
by unjashfan
Mon Jan 21, 2013 1:38 pm
Forum: Other Game Design
Topic: Shields -> Damage Reduction
Replies: 128
Views: 5512

Re: Shields -> Damage Reduction

Balance by sufficiently high PP and RP costs, and by keeping the shield strength to sane levels, instead of adding mechanics like that. Simple solutions are best. Seconded :) . When shields are changed to this new mechanic, hull, armor, shield and weapon strengths need to be rebalanced anyway. The ...
by unjashfan
Mon Jan 21, 2013 12:57 am
Forum: Other Game Design
Topic: Shields -> Damage Reduction
Replies: 128
Views: 5512

Re: Shields -> Damage Reduction

Here's my idea for changing shield effects: Shields will reduce damage done based on shield strength 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 eve...
by unjashfan
Sat Jan 19, 2013 6:45 pm
Forum: Scripting & Balancing
Topic: Armour plating balancing
Replies: 31
Views: 2278

Re: Armour plating balancing

speed penalties hurt the slow hulls much more than the fast ones......slowing them down even more makes using them annoying, un-fun and even micromanagy, especially later in the game when you have a bigger empire and the distances your fleets have to travel increase...... as the speed penalties are...
by unjashfan
Thu Jan 17, 2013 11:04 pm
Forum: Scripting & Balancing
Topic: Armour plating balancing
Replies: 31
Views: 2278

Re: Armour plating balancing

for the slow hull types (asteroid) they are already a pain as they are now, increasing them might render slow hulls unusable for military ships. Since the slower hulls don't really get anywhere quickly to begin with, slowing them down more doesn't really hurt them much anyway, especially when they ...
by unjashfan
Thu Jan 17, 2013 10:32 am
Forum: Play-Testing Feedback
Topic: Notes on rev 5642
Replies: 22
Views: 1193

Re: Notes on rev 5642

Sometimes that's fatal to the AIs ships, sometimes it rescues the system. It's true the AI could do more assessment in this regards. Having the AI assess the strength of any newly produced fleet in comparison to the attacking fleet is likely a must in the long run. If it thinks the friendly ships w...
by unjashfan
Thu Jan 17, 2013 10:14 am
Forum: Other Game Design
Topic: Planetary production and Habitability
Replies: 36
Views: 1772

Re: Planetary production and Habitability

Currently the Good Population species trait only applies to very few things (my numbers weren't correct though it's more like 5,4,3,2,1), because the multiplications takes places before the environmental factors, tunnels, techs and specials. This is also the case for industry and research. Applying...
by unjashfan
Thu Jan 17, 2013 9:59 am
Forum: Scripting & Balancing
Topic: Armour plating balancing
Replies: 31
Views: 2278

Re: Armour plating balancing

Here are some new values that I think is more balanced based on yandonman's neutronium patch. I've also included the suggested mid-level armor plating; it uses tectonic minerology and zortrium armor plating as prerequisites: Tech changes Asteroid reformation: 450 RP -> 100 RP *this might change if a...
by unjashfan
Thu Jan 17, 2013 9:22 am
Forum: Scripting & Balancing
Topic: How to Help with Scripting
Replies: 35
Views: 20043

Re: How to Help with Scripting

I'd drop the articles and just put "... allows development of Protoplasmic Hull, Symbiotic Hull, ..." It feels more natural with the articles. I would keep the articles for the first and last object and omit the rest: "...allows development of the Protoplasmic Hull, Symbiotic Hull, and the Bio-Adap...
by unjashfan
Thu Jan 17, 2013 7:32 am
Forum: Play-Testing Feedback
Topic: Notes on rev 5642
Replies: 22
Views: 1193

Re: Notes on rev 5642

I feel that the AI makes bad decisions when their planets are being attacked. Here's what I've noticed so far: They will continue to produce OrbitalShields even when planetary defenses have been compromised. This also applies to the homeworld. Stray fleets nearby tend to sit there and do not attempt...
by unjashfan
Tue Jan 15, 2013 9:46 am
Forum: Other Game Design
Topic: Planetary production and Habitability
Replies: 36
Views: 1772

Re: Planetary production and Habitability

or invent different techs to boost different type of species (as it's already the case with the growth specials). I also like this idea. Maybe we could have different growth rates and patterns between species (organic, robotic, and lithic). Here are some quick suggestions: Robotic production could ...
by unjashfan
Mon Jan 14, 2013 2:33 pm
Forum: General Discussion
Topic: auto-generated maps
Replies: 10
Views: 1467

Re: auto-generated maps

Ahhhhhh... :o *revelation moment* that sure answers a lot of questions. Thanks a lot! :D
by unjashfan
Mon Jan 14, 2013 2:05 pm
Forum: General Discussion
Topic: auto-generated maps
Replies: 10
Views: 1467

Re: auto-generated maps

You have to make sure that UniverseServer.cpp gets changed by the patch and then compile (build the solution with msvc).
I can't find the UniverseServer.cpp file anywhere on my computer. Actually I can't seem to find any of the .cpp files related to FO now that I started looking...
by unjashfan
Mon Jan 14, 2013 10:39 am
Forum: General Discussion
Topic: auto-generated maps
Replies: 10
Views: 1467

Re: auto-generated maps

How can I get the patch to work? I've tried placing it in different folders and using the apply patch function from TortoiseSVN.