Search found 50 matches

by Telos
Tue Mar 20, 2018 2:46 am
Forum: Other Game Design
Topic: Turn orders issue
Replies: 16
Views: 2244

Re: Turn orders issue

Another option that could work well in conjunction with a turn clock would be to give players a "I'm ready" check box. Once all players have clicked "I'm ready" then the turn would advance. Otherwise, it would advance when the timer expires. In many circumstances it could make sense for a player to ...
by Telos
Tue Mar 20, 2018 2:42 am
Forum: Other Game Design
Topic: Turn orders issue
Replies: 16
Views: 2244

Re: Turn orders issue

I've played quite a lot of multi-player Dominions on Llamaserver, which is fairly representative of FreeOrion (another 4X game where players submit orders to servers roughly simulataneously, then the server executes all orders at once and resolves the ensuing battles). A common setting on Llamaserve...
by Telos
Mon Feb 27, 2017 8:25 pm
Forum: Other Game Design
Topic: Please make lighthouses less frustrating!
Replies: 7
Views: 1150

Re: Please make lighthouses less frustrating!

What version are you playing? We have done some recent work on improving the performance of build queue GUI. This should improve the redraw times, but won't address the other issues that you mentioned. I'm playing version 2016.09.16.49f9123 on a pretty decently spec'ed laptop. Not sure if that's th...
by Telos
Mon Feb 27, 2017 8:52 am
Forum: Other Game Design
Topic: Artificial planets on asteroids... why?
Replies: 7
Views: 1392

Artificial planets on asteroids... why?

An asteroid belt counts as a poor medium-sized planet for exobots. With habitability techs and robotic growth specials, this can bring the max population up to about 27, and it automatically provides +5 production to itself and other industry-focused planets in the system. Or you can spend a bunch o...
by Telos
Mon Feb 27, 2017 12:08 am
Forum: Other Game Design
Topic: Please make lighthouses less frustrating!
Replies: 7
Views: 1150

Please make lighthouses less frustrating!

Compared to many 4X games, FreeOrion is generally great about limiting the number of dumb buildings that you have to build at all your cities/planets. The main exception to this is lighthouses, which I do find myself building almost everywhere (or at least on any thoroughfare where I ever might want...
by Telos
Sun Feb 26, 2017 11:36 pm
Forum: Other Game Design
Topic: Proposal: Change the asteroid building location requirements
Replies: 11
Views: 1041

Re: Proposal: Change the asteroid building location requirem

I have mixed feelings about requiring a supply line between the source of specialized armor (like rock or neutronium) and the shipyard that mounts it onto ships. On the one hand, I agree that this would add interesting strategic depth, which would generally be interesting, and might be especially us...
by Telos
Sun Feb 26, 2017 4:29 pm
Forum: Other Game Design
Topic: Proposal: Change the asteroid building location requirements
Replies: 11
Views: 1041

Re: Proposal: Change the asteroid building location requirem

I'm not sure I understood the original proposal, because it wasn't clear in the proposal where all the asteroid ships could be built. Can asteroid ships be built only in the same system where the asteroids are present? (If so, then why not just go with a simpler proposal that makes Asteroid building...
by Telos
Sun Jan 22, 2017 4:48 am
Forum: Other Game Design
Topic: Give passive fast ships a chance to escape
Replies: 5
Views: 830

Re: Give passive fast ships a chance to escape

Speed and stealth are intuitively quite closely related though, as each is a mechanism that can be used to avoid getting shot at when you don't want to. The main differences are just that stealth can completely hide your presence until you want to reveal it (usually by firing weapons from a desired ...
by Telos
Sun Jan 22, 2017 1:43 am
Forum: Other Game Design
Topic: Impose limits on pop-dependent research & production bonuses
Replies: 38
Views: 6143

Re: Impose limits on pop-dependent research & production bon

I'd like to link together two concerns. One concern is about whether players can too easily snowball, allowing small early differences to magnify into insurmountably large differences later on. A second concern is about whether there should be potential for "tall" empires to compete (i.e., empires w...
by Telos
Sat Jan 21, 2017 10:25 pm
Forum: Other Game Design
Topic: Don't engage in combat with passive hidden ships
Replies: 2
Views: 595

Re: Don't engage in combat with passive hidden ships

Second, the system that "decloaks" cloaked ships after round 1 could be made to exempt ships that didn't fire weapons that round, instead allowing those ships to remain cloaked. I thought that is already the case... hm No, as far as I can tell, it's currently much more simple-minded than that, with...
by Telos
Sat Jan 21, 2017 9:19 pm
Forum: Other Game Design
Topic: Some simple AI improvements
Replies: 0
Views: 6488

Some simple AI improvements

I know this game is just alpha, and programming AI is tremendously hard. But here are a few glaring weaknesses in the current AI, together with suggestions that could help make it a bit less bad at this game. 1. The AI often builds way too many troop ships, and not nearly enough military to support ...
by Telos
Sat Jan 21, 2017 8:14 pm
Forum: Other Game Design
Topic: Give passive fast ships a chance to escape
Replies: 5
Views: 830

Re: Give passive fast ships a chance to escape

A related issue is that passive ships with heavy stealth will avoid combat if only one enemy is present in a system (that's good), but will join into three-way combat if two enemies are present in the system to initiate the combat (that's bad!). I can see two easy solutions, each of which might also...
by Telos
Thu Jan 12, 2017 2:52 pm
Forum: Other Game Design
Topic: Tech Tree UI Ideas and Questions
Replies: 4
Views: 801

Re: Tech Tree UI Ideas and Questions

I noticed another way in which the current algorithm is pretty clearly suboptimal. In calculating the "ideal" height to put a node, it computes the arithmetic mean of the heights of the connected nodes (lines 678-697). The more total length of connections there are, the more opportunities there will...
by Telos
Tue Jan 10, 2017 9:00 pm
Forum: Other Game Design
Topic: Tech Tree UI Ideas and Questions
Replies: 4
Views: 801

Re: Tech Tree UI Ideas and Questions

Oops, I see now that I misunderstood how the nudging works. In trying to minimize "family" distance, it's not trying to nudge things closer to their *color* family, but instead closer to their parents and children in neighboring columns. So basically this is just going to kick in in cases where two ...
by Telos
Tue Jan 10, 2017 8:01 pm
Forum: Other Game Design
Topic: Tech Tree UI Ideas and Questions
Replies: 4
Views: 801

Re: Tech Tree UI Ideas and Questions

Thanks for linking me to the relevant bit of code! My C is a bit rusty, but here's how I understand what it does. Break the nodes into columns, based on maximal distance from pre-specified "start nodes". Start with the column that will have the most techs, and place the techs into that column in the...