Search found 781 matches

by AndrewW
Thu Aug 24, 2017 2:11 pm
Forum: Scripting & Balancing
Topic: Fuel parts auto upgrade
Replies: 39
Views: 2215

Re: Fuel parts auto upgrade

However, maybe it's an idea worth considering if there are more parts than just the weapons where we could redesign the tech tree to have them progress through different types with refinements like the weapons do (e.g. the stealth parts)? Maybe shields could work like weapons as well. Deflector I, ...
by AndrewW
Fri Aug 04, 2017 4:41 pm
Forum: Support
Topic: v0.4.7+ build 2017-08-03.595b29f
Replies: 26
Views: 2306

v0.4.7+ build 2017-08-03.595b29f

New compile, no logs are generated. Just get: Cannot connect to server request channel jack server is not running or cannot be started JackShmReadWritePtr::~JackShmReadWritePtr - Init not done for 4294967295, skipping unlock JackShmReadWritePtr::~JackShmReadWritePtr - Init not done for 4294967295, s...
by AndrewW
Mon Jun 26, 2017 8:29 am
Forum: Other Game Design
Topic: A modest proposal regarding the sentient hull
Replies: 10
Views: 496

Re: A modest proposal regarding the sentient hull

Perhaps the organic flagship could give a boost to bio weapons mounted on ships in the fleet? (Of course now we need some sort of bio weapon to mount on ships...).
by AndrewW
Sat Apr 29, 2017 12:05 am
Forum: Other Game Design
Topic: Serious balance issues and suggestions summed up
Replies: 77
Views: 3788

Re: Serious balance issues and suggestions summed up

Regarding the increasing upkeep linear to raw number of ships and the corresponding handicap that it puts on small ship fleets (that otherwise could be a good counter against solar behemoths), has anyone suggested to make upkeep linear to total structure of owned ships? That would help balance thin...
by AndrewW
Wed Apr 12, 2017 11:54 pm
Forum: Support
Topic: Problems with game speed
Replies: 17
Views: 3138

Re: Problems with game speed

Vezzra wrote:
Oberlus wrote:I would say this AI is way better than GalCiv's and MoO2
Well... wow. Doesn't GalCiv's AI have the reputation of being one of the strongest around? I'm not sure if our AI can really live up to that kind of praise - yet. 8)
Might be that just applies to the original OS/2 version.
by AndrewW
Sat Apr 08, 2017 7:35 pm
Forum: Other Game Design
Topic: invading through shields
Replies: 7
Views: 865

Re: invading through shields

This probably shouldn't be a universal rule change. Rather, I imagine it would be a perk of a species, or perhaps a later-game advanced troop pod feature. In many / most cases, the current mechanic could be left in place. Maybe a feature of a race that doesn't have the best ground troops? More opti...
by AndrewW
Tue Mar 14, 2017 11:02 am
Forum: Other Game Design
Topic: Target priority list
Replies: 2
Views: 528

Re: Target priority list

If you think about it, a fleet would not approach a destination in a straight line abreast formation. Used to be rather desirable in naval formations, if you could cross the t all the guns along your side could be brought to bear with only the forward guns of the opposing fleet being able to fire b...
by AndrewW
Fri Feb 17, 2017 11:13 pm
Forum: Off-Topic
Topic: What I Did for my Vacation
Replies: 2
Views: 843

Re: What I Did for my Vacation

labgnome wrote:Tieflings are not so much "demonic" as social pariahs, and believe themselves to originate from the "underside" of the world.
Walking upside down? Or more like the Underdark or Hollow World?
by AndrewW
Sun Feb 12, 2017 7:08 pm
Forum: Support
Topic: Problems with game speed
Replies: 17
Views: 3138

Re: Problems with game speed

Can try turning off some of the effects and setting the frame rate limit. It can start to bog down later on. Smaller galaxy may also help. If you can reduce the number of ships this can speed things up (ie: destroy the big AI fleets, build fewer bigger ships instead of hoards of smaller vessels).
by AndrewW
Sat Feb 11, 2017 8:50 pm
Forum: Graphics
Topic: Icon Request: Allies
Replies: 27
Views: 3047

Re: Icon Request: Allies

But for the "allied" diplomatic status, rather than a handshake, why not use a shield (as opposite to the swords), meaning each empire will defend/help the other one? Looks ok to me. Actually thought about adding a shield to the crossed swords (either a small one where they cross or a larger one in...
by AndrewW
Sat Feb 11, 2017 6:14 pm
Forum: Graphics
Topic: Icon Request: Allies
Replies: 27
Views: 3047

Re: Icon Request: Allies

Geoff the Medio wrote:I would like to have an icon for an "allied" diplomatic status.
allied.png
allied.png (3.09 KiB) Viewed 1858 times
Note, in this case not entirely my own had an idea and decided to see if there was already something to use. But completely open license:

https://openclipart.org/share
by AndrewW
Sat Feb 11, 2017 5:40 pm
Forum: Graphics
Topic: Icon Request: Allies
Replies: 27
Views: 3047

Re: Icon Request: Allies

Geoff the Medio wrote:Also, if some competent artist wants to replace the war icon programmer art, that would be good.
You know, I just happen to have a sword I made awhile back just for fun...
War.png
War.png (5.95 KiB) Viewed 1861 times
by AndrewW
Wed Feb 01, 2017 5:36 pm
Forum: Scripting & Balancing
Topic: Expanding the Playable species mix
Replies: 22
Views: 2271

Re: Expanding the Playable species mix

Should we indicate directly in the Pedia descriptions which species are simpler and which are more challenging? It would allow beginners to choose appropriately and perhaps allow mulitplayer players to handicap starting species choices. Should we? Yes. But it would only allow beginners to choose ap...
by AndrewW
Wed Feb 01, 2017 5:32 pm
Forum: Scripting & Balancing
Topic: Balancing the Playable species
Replies: 12
Views: 1442

Re: Balancing the Playable species

Bad Troops I don't find this too weak. It is a one time impediment the first time you conquer a species with better troops. After that one conquest you use the new troop species from then on. So, the cost of bad troops is a one time cost, albeit highly visible. Good/bad production/research is a ben...
by AndrewW
Sat Jan 21, 2017 8:37 am
Forum: Play-Testing Feedback
Topic: Weapon upgrade bug in v0.4.6 for the Mac
Replies: 4
Views: 479

Re: Weapon upgrade bug in v0.4.6 for the Mac

I see... ty. I feel like an idiot. Thought I had checked on that idea but figured I had to build a new ship for the upgrades to take effect and when the new ships had the same firepower as the older ones, I assumed nothing changed, not realizing all ships with that weapon got upgraded... new and ol...