Search found 760 matches

by labgnome
Thu Jun 04, 2020 4:35 pm
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 62
Views: 20727

Re: Policy Cards Jumble

Unless there are some major objections, I'd like to merge the Government branch quite soon. It will add policy slots and policies to put in them, an influence resource (replacing trade) to buy them with, Python API stuff, associated GUI / pedia stuff, a buildings that grants a policy slots, and var...
by labgnome
Wed Jun 03, 2020 12:43 pm
Forum: Other Game Design
Topic: Sly & Gaia special - prevent type cycling & devalue for colonization
Replies: 2
Views: 328

Re: Sly & Gaia special - prevent type cycling & devalue for colonization

It's been suggested before over here to completely re-work the way terraforming works. While there might be a shorter term solution I think that it's worth looking into again for the longer term.
by labgnome
Mon Jun 01, 2020 7:50 pm
Forum: General Discussion
Topic: 11th slow game wishlist
Replies: 49
Views: 1457

Re: 11th slow game wishlist

Something I would like to see is more people play-testing out the FOCS only missiles that got created. As I only have a limited time to do so with working form home.
by labgnome
Sun May 31, 2020 12:30 pm
Forum: Other Game Design
Topic: Suggestions for a Carrier/Fighter revision
Replies: 27
Views: 2917

Re: Suggestions for a Carrier/Fighter revision

So I kept thinking and this prevents a mostly distributed empire from using fighters. Considering that over in this thread there is a lot of discussion about fighters being OP, maybe this isn't necessarily a bad thing. Something like carriers replenish a quarter of hangar-capacity per turn if suppl...
by labgnome
Sun May 31, 2020 3:22 am
Forum: Other Game Design
Topic: Influence Discussion
Replies: 102
Views: 26314

Re: Influence Discussion

You've done a lot of work here, and I can't say that I understand all of it, but I have a concern that I guess everybody can share : will this be fun to play ? I wouldn't have proposed it if I didn't think it would be enjoyable. I mean, just paying Influence to buy a planet is certainly not very fu...
by labgnome
Sun May 31, 2020 2:31 am
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 34
Views: 3477

Re: Colony and fleet influence upkeep mechanics [RFC]

Well, losing the game because your opponent was able to exploit the weaknesses you created in your own empire seems to be serious enough as consequences go. And if your opponent wasn't able to exploit these weaknesses, you win because you're a better player than them. That doesn't seem problematic ...
by labgnome
Wed May 27, 2020 1:54 am
Forum: Other Game Design
Topic: Missile/Projectile Weapons
Replies: 66
Views: 2718

Re: Missile/Projectile Weapons

The question is mostly which niche those fill. This also depends on how missiles behave in combat - in which bout(s) the missiles can be shot down and in which bouts the missiles do damage (which depends on the implementation). Well I can say that even with guns equipped missile ships are lousy sup...
by labgnome
Tue May 26, 2020 7:55 pm
Forum: Support
Topic: Can't Colonize With Robotic Outpost
Replies: 6
Views: 435

Re: Can't Colonize With Robotic Outpost

Oberlus wrote:
Tue May 26, 2020 7:11 pm
labgnome wrote:
Tue May 26, 2020 6:32 pm
Okay, maybe I missed the ion storm, I finally saw one in action and it produced the detection range malus I saw with the outpost ship. My bad.
Next time do not only post, also zip logs and save file and take a screenshot.
I didn't think to report until after the fact, my bad.
by labgnome
Tue May 26, 2020 6:32 pm
Forum: Support
Topic: Can't Colonize With Robotic Outpost
Replies: 6
Views: 435

Re: Can't Colonize With Robotic Outpost

I could not reproduce with 33c09b6. I started a new game, researched robotic hulls, built a robotic outpost, sent it solo to a nearby planet out of scanner range of any other ships/planets, and it was able to create the outpost just fine. Okay, maybe I missed the ion storm, I finally saw one in act...
by labgnome
Tue May 26, 2020 5:32 pm
Forum: Support
Topic: Can't Colonize With Robotic Outpost
Replies: 6
Views: 435

Re: Can't Colonize With Robotic Outpost

Detection range/radar on ships has never helped to see through stealth. Are you sure there wasn't an ion storm that had passed by the time your new outpost ship arrived? I can't be completely certain, but I don't think so, they're the blue ones right? There were some nebulae and molecular clouds I ...
by labgnome
Tue May 26, 2020 4:28 pm
Forum: Support
Topic: Can't Colonize With Robotic Outpost
Replies: 6
Views: 435

Can't Colonize With Robotic Outpost

So in one of my recent games I was trying to colonize with a robotic outpost and I couldn't because the design had no detection and couldn't seethe planets. I solved the problem by creating a new design with a scanner and the outpost part.
I was paying on v0.4.9+ [build 2020-05-19.33c09b6]
by labgnome
Tue May 26, 2020 4:03 pm
Forum: Other Game Design
Topic: Infrastructure based bonuses
Replies: 30
Views: 2249

Re: Infrastructure based bonuses

I think numbers might be off, letting too many buildings per planet and too soon. Buildings that increase output should not increase infrastructure, but reduce it. I forgot to go over it again, it should be +40, not +30, I was originally thinking of including the abandoned colony's +10 infrastructu...
by labgnome
Tue May 26, 2020 2:39 am
Forum: Other Game Design
Topic: Infrastructure based bonuses
Replies: 30
Views: 2249

Re: Infrastructure based bonuses

A semi-random line of thought I had while getting some exercise today. What id Gas Giant Generator (possibly soon to be a build only once building), Solar Orbital Generator (usually build only once per supply group), Black Hole Power Generator (1 per supply group) and Hyperspacial Dam (1 per supply ...
by labgnome
Sun May 24, 2020 9:51 pm
Forum: Programming
Topic: Do fleets still create resources?
Replies: 14
Views: 506

Re: Do fleets still create resources?

For industry to be of use you have to have something to build, so shipyard ship producing PP is quite natural combination. Of course now we have imperial stockpile so both could make sense naturally out of supply networks. It would make sense but I see no reason that they need to be tied together. ...
by labgnome
Sun May 24, 2020 2:51 pm
Forum: Programming
Topic: Do fleets still create resources?
Replies: 14
Views: 506

Re: Do fleets still create resources?

There was mention recently of ways to make new species different. A species that only lives on ships, and thus uses ships to generate resources, would be potentially quite interesting. You'd need a "shipyard ship" to make that work, and a way to upgrade it, or be stuck with the basic starter ships....