Search found 760 matches

by labgnome
Sun May 24, 2020 1:41 pm
Forum: Other Game Design
Topic: Missile/Projectile Weapons
Replies: 66
Views: 2591

Re: Missile/Projectile Weapons

fighters (and thus missiles) can't target planets. Actually that gets defined in the combatTargets condition in FOCS. E.g. the heavy bombers which are enabled since a few ticks also target planets. Missiles could also if we wanted. I think that if we go with my starter "rockets" or Oberlus' high yi...
by labgnome
Sun May 24, 2020 1:34 pm
Forum: Programming
Topic: Do fleets still create resources?
Replies: 14
Views: 353

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....
by labgnome
Sun May 24, 2020 3:26 am
Forum: Other Game Design
Topic: Missile/Projectile Weapons
Replies: 66
Views: 2591

Re: Missile/Projectile Weapons

E.g. are the following acceptable (to you) missiles and fighters cant be combined in the same ship design missiles hit in a fixed single bout the b1) launch b2) flying (can be shot down) b3) do damage if not already shot down are the munitions and launch numbers in the right ballpark? munitions/sto...
by labgnome
Sun May 24, 2020 2:12 am
Forum: Scripting & Balancing
Topic: GG generators are no-brainers
Replies: 48
Views: 8239

Re: GG generators are no-brainers

I firmly, at least in theory like the idea of a supply dependent building, that would be build maybe 1 per supply group. Maybe the Gas Giant Generator Complex, could also compete with a Gas Giant Research Network (which would produce research from Gas Giants in the supply network) and (later) a Gas ...
by labgnome
Wed May 20, 2020 8:30 pm
Forum: Other Game Design
Topic: Breeding Domesticated Mega Fauna
Replies: 17
Views: 603

Re: Breeding Domesticated Mega Fauna

Maybe make Monster Nests cost influence ? So that there would be different strategies about what to do with them... I think that could be more problematic, in that it would be really hard to balance. Monster nests aren't super common, so they would have to be quite expensive, but then you run into ...
by labgnome
Wed May 20, 2020 8:23 pm
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 34
Views: 3390

Re: Colony and fleet influence upkeep mechanics [RFC]

Perhaps instead of happiness have "stability" +1 Base value from species opinion + Policies* (different effects based on focus, distance to capital, environment) So currently the proposed mechanism for species based opinion would be primarily influenced by policies. Preferred focus might cold use a...
by labgnome
Wed May 20, 2020 8:07 pm
Forum: Other Game Design
Topic: Breeding Domesticated Mega Fauna
Replies: 17
Views: 603

Re: Breeding Domesticated Mega Fauna

Perhaps instead of a policy slot, a set of mutually exclusive "one in the empire" buildings. That is basically what I'm proposing, with "one per Monster Nest" rather than "one in the empire", as it allows for more diverse gameplay depending on how much Monster Nests one is able to secure. Securing ...
by labgnome
Wed May 20, 2020 12:05 pm
Forum: Other Game Design
Topic: Breeding Domesticated Mega Fauna
Replies: 17
Views: 603

Re: Breeding Domesticated Mega Fauna

I think there will be very few slots so cost is not the question but how much you get can get out of a slot (somewhere between highest benefit and highest benefit-cost-ratio). So I agree with LienRag here: one will never sacrifice a Policy slot for a weak effect. I didnt read about the intended eff...
by labgnome
Tue May 19, 2020 9:50 pm
Forum: Other Game Design
Topic: Breeding Domesticated Mega Fauna
Replies: 17
Views: 603

Re: Breeding Domesticated Mega Fauna

About the number of buildings, note that it's a number of buildings to choose from, not a number to actually build (unless one gets enough Monster Nests). The fact that they are all named "Laboratory" is just for clarity, it certainly can be done with another nomenclature. They're still going to ov...
by labgnome
Mon May 18, 2020 11:49 pm
Forum: Other Game Design
Topic: Missile/Projectile Weapons
Replies: 66
Views: 2591

Re: Missile/Projectile Weapons

So I sort of got missiles to work, but I haven't been able to test them out. Apparently my computer doesn't like when I try to point the default folder to another directory. So I tried copying the default folder into my Free Orion directory. However it was very buggy. It's crashed on me twice and w...
by labgnome
Mon May 18, 2020 9:58 pm
Forum: Other Game Design
Topic: Missile/Projectile Weapons
Replies: 66
Views: 2591

Re: Missile/Projectile Weapons

So I sort of got missiles to work, but I haven't been able to test them out. Apparently my computer doesn't like when I try to point the default folder to another directory. So I tried copying the default folder into my Free Orion directory. However it was very buggy. It's crashed on me twice and wo...
by labgnome
Mon May 18, 2020 4:26 pm
Forum: Other Game Design
Topic: Exobot Ideas
Replies: 44
Views: 20456

Re: Exobot Ideas

This combined with my inability to get missiles to work is really disheartening. Regarding missiles, have you tried installing Linux and compiling FreeOrion with Ophiuchus missiles PR? You can ask for help. For that PR at the beginning there was something missing in the backend. By now it is defaul...
by labgnome
Mon May 18, 2020 4:13 pm
Forum: Other Game Design
Topic: Exobot Ideas
Replies: 44
Views: 20456

Re: Exobot Ideas

I don't know what hostility you mean. Honestly... However, when you say "again, <something>" (which you say very often), it makes me think "again, as I already said and for some reason you didn't read or understand", which is awkward and disgusting to me, and certainly causes some frustration. Spec...
by labgnome
Mon May 18, 2020 2:24 pm
Forum: Other Game Design
Topic: General discusion on new species and traits
Replies: 29
Views: 1336

Re: General discusion on new species and traits

My idea was to add traits, not to group them in hermetic cathegories. The taxonomy I added in the thread was to help me estimate how many diverse species we could get depending on the number of distinct traits. I don't understand how that is different form trying to organize them? Oberlus taxonomy ...
by labgnome
Mon May 18, 2020 12:56 pm
Forum: Other Game Design
Topic: Exobot Ideas
Replies: 44
Views: 20456

Re: Exobot Ideas

... That's a lot of hostility for a post that's actually agreeing with you. As far as other players preferring the just exobots approach, those are not conversations I have had access to so I can't be expected to be aware of that. I really wish they had said something on the forums. This combined w...