Search found 3293 matches

by MatGB
Fri Dec 15, 2017 7:43 pm
Forum: Other Game Design
Topic: Suggestions for a Carrier/Fighter revision
Replies: 27
Views: 3434

Re: Suggestions for a Carrier/Fighter revision

Agree. Geoff, how hard would that be to set up to test?

We've discussed target priorities in a general sense in the past but not got far about what we want, this would be fairly specific.
by MatGB
Fri Dec 15, 2017 5:19 pm
Forum: Other Game Design
Topic: More dependencies on strategic resources (ship build on )
Replies: 18
Views: 2992

Re: More dependencies on strategic resources (ship build on

As far as I am concerned CivII is still the best Civ out there. If you're on Windows, try C-Evo, it's an open source(ish) rewrite of Civ2 with a lot of tweaks for balance and similar, I really enjoyed it. I never played Civ3, but Civ5 has a nice balance overall: I think I still prefer 2/Evo, but 5 ...
by MatGB
Fri Dec 15, 2017 9:03 am
Forum: General Discussion
Topic: Hardest games ever
Replies: 37
Views: 25189

Re: Hardest games ever

Theoretically, everything made by Galaxy Generation stuff (in Python) is the same, this should include specials. But stuff created by scripts on turn 0/1 will be different: this includes guardian monsters, monster nests, drone factories and the Experimentors. If you've got a provable case of special...
by MatGB
Fri Dec 15, 2017 8:59 am
Forum: Top Priority Game Design
Topic: Refining the Imperial Stockpile
Replies: 78
Views: 29414

Re: Playtesting feedback on Imperial Stockpile

Tech(s) to increase extraction: linked to stealth and fuel/supply techs, at least one of which is called "Smugglers" and is the only one that can work for blockaded systems.
by MatGB
Tue Dec 12, 2017 9:02 pm
Forum: Play-Testing Feedback
Topic: Fun Zootopia Map (for 0.4.7.1)
Replies: 8
Views: 1342

Re: Fun Zootopia Map (for 0.4.7.1)

You achieved almost 6K PP and almost 2k RP in under 200 turns? I have my doubts... I need to get back in to the balance pass I'm working on, it's far too easy to get numbers like that when you know what you're doing. And you're calling a Robotic Hull cruiser a "Battleship"? Really? And those were t...
by MatGB
Tue Dec 12, 2017 8:58 pm
Forum: Other Game Design
Topic: Nerf Egassem a bit
Replies: 13
Views: 1932

Re: Nerf Egassem a bit

"Nerf" ususally means reduce in power, if you want them nerfed it's because you think they're overpowered. But the post seems to indicate you think they're underpowered . We put in a small tweak to reduce their power a couple months back pending a proper go over, but I still think they're near the t...
by MatGB
Tue Dec 12, 2017 3:30 am
Forum: Support
Topic: Fighters and such
Replies: 13
Views: 8034

Re: Fighters and such

No and no. Launch bays have a capacity, currently the only one in the game has capaciy 2, so each lauch bay can launch two fighters per turn. So my core slot has an engine (recent change, all engines are one per design, the 2nd is now core/internal so you can use it in either), then there's a shield...
by MatGB
Tue Dec 12, 2017 3:08 am
Forum: Support
Topic: No game mouse and massive screenflicker on Win10
Replies: 53
Views: 22907

Re: No game mouse and massive screenflicker on Win10

Anyway, Mat (and everybody else who had this problem), can you confirm that the issue is solved for you too? Provided that you still have that Win10 Laptop... I can't, it was only a problem on my older laptops, this one's got a separate graphics card and it was never an issue on any build. The big ...
by MatGB
Tue Dec 12, 2017 3:02 am
Forum: Support
Topic: Fighters and such
Replies: 13
Views: 8034

Re: Fighters and such

Documentation for Fighters lags as it's still a realtively new thing and while it's meant to be game changing to an extent we're aware it's going to take time to balance it and similar. Basically, we need feedback threads (like this one) and then come up with some stuff to add to documentation as/wh...
by MatGB
Tue Dec 05, 2017 12:37 am
Forum: Play-Testing Feedback
Topic: Not much stuff to build other than ships?
Replies: 5
Views: 1001

Re: Not much stuff to build other than ships?

Yes and yes. It's design intent that there shouldn't be that many buildings and when there are they should be strategically important or globally relevent. There are plenty of games that are about building up each colony, the appeal of this game to me is it's a lot more about the strategy, manouveri...
by MatGB
Mon Dec 04, 2017 5:36 am
Forum: Story
Topic: Species: Frankov
Replies: 22
Views: 13261

Re: Species: Frankov

Stockpile is usable in the Test releases which if you want to start contributing scripts (please do) it's worth switching to. Bad pop/Bad research isn't as bad a nerf as it used to be, I did a lot of work to make it playable last year, Egassem ended up too powerful despite having both: having said t...
by MatGB
Sat Dec 02, 2017 5:41 pm
Forum: Story
Topic: Species: Frankov
Replies: 22
Views: 13261

Re: Species: Frankov

Species are never at the top of the list, but also not at the bottom, they have a very sepcific advantage over virtually all other stuff: if there are no completely new rules, they can go in without AI work, just balancing. I like this idea, some of the text needs work (the hug line is fun but a bit...
by MatGB
Thu Nov 30, 2017 6:17 pm
Forum: Other Game Design
Topic: [UI] global/species-wide/special consideration focus
Replies: 16
Views: 1501

Re: [UI] global/species-wide/special consideration focus

Specifically, it's a -2 on non-focused stats on the turn of a focus change, it reverts to -1 on subsequent turns. Force/Energy currently gives a bigger bonus and malus, there're changes afoot when I've time to reduce both of those a bit (it's overpowered as is). I don't know where a -3 can come from...
by MatGB
Thu Nov 30, 2017 6:13 pm
Forum: Other Game Design
Topic: [UI] Prod Queue Ship Species
Replies: 21
Views: 1928

Re: [UI] Prod Queue Ship Species

Well, in that case I strongly recommend opening a feature request issue. After all, suggestions here on the forum tend to get buried and forgotten if they aren't picked up somewhat quickly by someone who decides to implement it. With an open feature request, chances are a bit better that eventually...
by MatGB
Thu Nov 30, 2017 6:11 pm
Forum: Play-Testing Feedback
Topic: Stealthy blockades and Imperial Stockpile?
Replies: 4
Views: 809

Re: Stealthy blockades and Imperial Stockpile?

May I assume some monster I can't see is blockading Gamab gamma? Probably, if it's only turn 20 there shouldn't be any that can (I was told to take them out until later :-( )—I'm on my laptop so can't load the savegame to check, try loading from the autosave the previous turn and put Super Testers ...