Search found 64 matches

by spikethehobbit
Sun May 29, 2016 2:11 am
Forum: Scripting & Balancing
Topic: Autoforming
Replies: 25
Views: 2445

Re: Autoforming

Yes, that is a better idea. OK, preliminary design: Automation tab under options. Autoforming will be the only one to start with, but there is potential need for more options Autoforming option under Galaxy Context Menu. When active, Terraformable worlds will automatically queue themselves. Only one...
by spikethehobbit
Sat May 28, 2016 6:02 pm
Forum: Scripting & Balancing
Topic: Autoforming
Replies: 25
Views: 2445

Re: Autoforming

No current interface to add to either queue within FOCS. I was afraid of that. Even if desired, doing so might mean fun things for the AI. My purpose is purely user automation. The AI has no need of this building. You could directly CreateBuilding The purpose is automating production. CreateBuildin...
by spikethehobbit
Sat May 28, 2016 3:53 am
Forum: Scripting & Balancing
Topic: Autoforming
Replies: 25
Views: 2445

Autoforming

I'm trying to create an Autoforming building to ease Terraforming. Once built, this building would automatically queue Terraforming and Gaiaforming jobs on the same planet until completed, thereby reducing micromanagement. The problem I'm running into is that I can't find a way to queue construction...
by spikethehobbit
Sat May 28, 2016 3:44 am
Forum: Scripting & Balancing
Topic: Bombard balance
Replies: 5
Views: 978

Re: Bombard balance

Currently, Chaos Wave is the only Self Sustaining targeting weapon.
by spikethehobbit
Sat May 14, 2016 12:10 pm
Forum: Other Game Design
Topic: suggeston: sensible planet evaluations
Replies: 3
Views: 822

Re: suggeston: sensible planet evaluations

The info isn't obsolete. It shows the status for the currently selected colonizer, which is the most relevant info to show.
by spikethehobbit
Sat May 14, 2016 12:07 pm
Forum: Other Game Design
Topic: Queue rule fix for terraforming.
Replies: 0
Views: 6546

Queue rule fix for terraforming.

Currently Terraforming can be queued on planets with Gaiaform specials, which makes no sense. Terraform Reversion can also be queued at the same time as Terraforming or with Gaiaform. I'm not exactly sure of the differences between 'location' and 'EnqueueLocation' A similar group exclusion should pr...
by spikethehobbit
Tue May 10, 2016 12:54 pm
Forum: Scripting & Balancing
Topic: Bombard balance
Replies: 5
Views: 978

Re: Bombard balance

Requiring no shields for pop loss is acceptable. Early game, a few dedicated PK ships can kill a planet in around 5-10 turns, even with first tier bombard weapons. Late game, a single Solar Hull, loaded to the max with CW, can kill most planets in 1-2 turns. The UI still needs work, which seems more...
by spikethehobbit
Tue May 10, 2016 10:53 am
Forum: Scripting & Balancing
Topic: Bombard balance
Replies: 5
Views: 978

Bombard balance

I just realized I screwed up the costs of the bombard weapons.
Pull request #655 swaps the cost of the low and high bombard tech costs.
by spikethehobbit
Thu Dec 24, 2015 7:16 am
Forum: Other Game Design
Topic: New Bombard weapons
Replies: 21
Views: 8713

Re: New Bombard weapons

Weapons are assigned to monsters now. The patch is ready to apply. A few (possibly related) issues remain with bombardment: 1) Killing population should prevent growth that turn, especially if it is reduced to 0. At present, max pop planets whose growth rate is greater than the attack strength are n...
by spikethehobbit
Wed Dec 16, 2015 3:44 am
Forum: Other Game Design
Topic: New Bombard weapons
Replies: 21
Views: 8713

Re: New Bombard weapons

git rebase is powerful, and usually works very well, but sometimes it screws up without warning. It has managed to eat ship_parts.txt twice now without detecting a conflict. Not fun. In any case, it seems to be working as of latest master. Now to decide which monsters get which new weapons. Any sugg...
by spikethehobbit
Sat Dec 12, 2015 6:11 am
Forum: Compile
Topic: compile problem
Replies: 8
Views: 11366

Re: compile problem

Yeah, I know how that goes. Good luck.
by spikethehobbit
Sat Dec 12, 2015 5:13 am
Forum: Compile
Topic: compile problem
Replies: 8
Views: 11366

Re: compile problem

This is a bug in the latest commit, which is a risk when using experimental builds. What I would suggest is to comment out the two offending lines and recompile.
by spikethehobbit
Sat Dec 12, 2015 4:15 am
Forum: Other Game Design
Topic: New Bombard weapons
Replies: 21
Views: 8713

Re: New Bombard weapons

I'm testing this now. If it works, I'll push it out to github.

Also, git rebase officially sucks. Those oddball copypasta errors? That's what did it. :(
by spikethehobbit
Thu Dec 03, 2015 5:46 pm
Forum: Other Game Design
Topic: New Bombard weapons
Replies: 21
Views: 8713

Balance Issue

In play testing, I have found a balance issue with the new weapons: Monsters bombard every planet in a system when they visit it. This means a trio of Black Kraken armed with a single Chaos Wave each would kill 6 population per planet. In a system with 4 planets, that is 24 population lost, which se...
by spikethehobbit
Tue Dec 01, 2015 1:41 pm
Forum: Other Game Design
Topic: New Bombard weapons
Replies: 21
Views: 8713

Re: New Bombard weapons

I'm already in there as Spike. :)