Search found 175 matches

by unjashfan
Sun Jan 13, 2013 7:32 pm
Forum: Other Game Design
Topic: Planetary production and Habitability
Replies: 36
Views: 1870

Re: Planetary production and Habitability

- Happiness can help a lot in this regard. Seconded. Meters aren't capped. The GUI meter bars simply don't show values greater than 100. Woops, I must've used the wrong wording, sorry. I meant when the meters have hit their target production value (target research/target industry). A. It's nearly a...
by unjashfan
Sun Jan 13, 2013 10:37 am
Forum: Other Game Design
Topic: Planetary production and Habitability
Replies: 36
Views: 1870

Re: Planetary production and Habitability

It sounds like the problem you are trying to solve is that terraforming is underused / cost prohibitive. I am trying to address the fact that it is rarely worthwhile to terraform planets because the difference between planet quality is possibly too insignificant. There aren't a lot of reasons to te...
by unjashfan
Sun Jan 13, 2013 6:54 am
Forum: Other Game Design
Topic: Planetary production and Habitability
Replies: 36
Views: 1870

Planetary production and Habitability

The habitability of planets can pretty much be described as the quality of planets. Poor planets will support more population than hostile ones, and so forth. I think we can extend this to resource production as well, since established planets (the ones that pretty much have all their meters capped)...
by unjashfan
Sun Jan 13, 2013 6:33 am
Forum: Scripting & Balancing
Topic: Minor Patch: Gravitic and Titantic reduced upkeep
Replies: 13
Views: 889

Re: Minor Patch: Gravitic and Titantic reduced upkeep

The organic line is RP cheap and quick to research incrementally better ships. The robotic line has a big RP investment to get a big ship, and there's fewer ships. Also, the organic ships are base hull PP cheaper than the Self-Gravitating, which means in the early to mid-late game organics still ru...
by unjashfan
Fri Jan 11, 2013 9:30 am
Forum: Support
Topic: What turns are mid game, late game etc?
Replies: 4
Views: 368

Re: What turns are mid game, late game etc?

I think everyone defines the stages of the game a little differently, but generally I'd say that it would be based on what has been established or accomplished so far. For me, I would say that mid game begins around the time when empires start seeing each other on the map. Since you usually play on ...
by unjashfan
Fri Jan 11, 2013 4:52 am
Forum: Scripting & Balancing
Topic: Phototrophic species starting sytems
Replies: 9
Views: 732

Re: Phototrophic species starting sytems

I've noticed that the phototrophic species have different stats (amount of industry and research) going into a new game on turn 1. Sometimes I would get 1.87 research and other times it would be 4.19!! I think this discrepancy comes from the original star type of the homeworld, since now FO will for...
by unjashfan
Fri Jan 11, 2013 4:36 am
Forum: General Discussion
Topic: Tectonic minerology
Replies: 4
Views: 944

Re: Tectonic minerology

I figured there was going to be something implemented to this tech since it says "some sort of aggressive mining goes here". That was why I asked if there was an original idea planned. I was thinking if it might be plausible to have this tech give production bonuses to planets using the mining focus...
by unjashfan
Thu Jan 10, 2013 3:01 am
Forum: Support
Topic: System Defense Mines doesn't destroy enemy ships
Replies: 2
Views: 1478

Re: System Defense Mines doesn't destroy enemy ships

Posted on the bug tracker.
by unjashfan
Wed Jan 09, 2013 4:04 pm
Forum: Support
Topic: System Defense Mines doesn't destroy enemy ships
Replies: 2
Views: 1478

System Defense Mines doesn't destroy enemy ships

It seems like FO doesn't recognize ships destroyed by the mines somehow and leaves them on the map.

This is a coincidence, but the game in the screenshot is a multiplayer game in a 10 system, 2-arm spiral map with all medium settings. The yellow homeworld spawned without a star at the bottom right.
by unjashfan
Wed Jan 09, 2013 6:09 am
Forum: Scripting & Balancing
Topic: Armour plating balancing
Replies: 31
Views: 2370

Re: Armour plating balancing

What if we put Tectonic Minerology (and therefore Neutronium Armor) much later in the tech tree; ie. dependent on Singularity Generation, Artificial Blackholes or Stellar Cartography? Why not just move neutronium extraction later down the tech tree? Tectonic minerology could be used as a prerequisi...
by unjashfan
Wed Jan 09, 2013 1:59 am
Forum: General Discussion
Topic: Tectonic minerology
Replies: 4
Views: 944

Tectonic minerology

I've been wondering for a while now about the tectonic minerology tech. It says "some sort of aggressive mining goes here", but currently it only functions as a prerequisite. What was the original idea?
by unjashfan
Sat Jan 05, 2013 9:20 am
Forum: Play-Testing Feedback
Topic: Notes on 5611
Replies: 30
Views: 1771

Re: Notes on 5611

To add to the list of weird stuff, here's what I came across: AI somehow managed to troop a planet guarded by the 65k dyson forest horde. How's this possible? Kudos to the AI for giving the forests the finger by trooping in front of their faces :D
by unjashfan
Sat Jan 05, 2013 7:31 am
Forum: Scripting & Balancing
Topic: Armour plating balancing
Replies: 31
Views: 2370

Armour plating balancing

Neutronium plating probably is the most OP ship part of FO right now - a whopping 100 HP for 3 PP! Here's a quick rundown of all armour platings, their strength, PP cost, and total RP to unlock cost: Lead armour plating 10, 1, 24 Rock armour plating 15, 1, 568 Zortrium armour plating 30, 2, 224 Crys...
by unjashfan
Sat Jan 05, 2013 6:40 am
Forum: Other Game Design
Topic: Hulls and special ship parts
Replies: 3
Views: 286

Re: Hulls and special ship parts

I'd like some hulls to come with one or more special ship slots. They would not be editable, and would come pre-populated when someone selects the hull (from the empty hulls tab). These slots would be triangle (mainly just to completely distinguish them from the internal/external slots, but it has ...
by unjashfan
Sat Jan 05, 2013 6:15 am
Forum: Play-Testing Feedback
Topic: Notes on 5611
Replies: 30
Views: 1771

Re: Notes on 5611

Looking over the specials description, it really does seem that Sloth is right, and the "RemoveSpecial" is not working, as well as GenerateSitRepMessage not working. I agree. Some sitreps that used to appear now don't, most notably the exobot colony ship being built (though the sitrep for the exobo...