Search found 354 matches

by EricF
Wed Oct 31, 2018 10:05 am
Forum: General Discussion
Topic: Feature Request: Terraforming Reversion
Replies: 5
Views: 833

Re: Feature Request: Terraforming Reversion

To avoid clutter in the producible items list two ideas; 1) Instead of selectable items make the top row Tabs instead. So to produce ships you open the Ships:Tab and so forth. That way you could have an Effects or Terraform Tab with those options in there. Kind of a large change that would take gett...
by EricF
Tue Oct 30, 2018 5:27 am
Forum: Play-Testing Feedback
Topic: Robotic shields
Replies: 16
Views: 1626

Re: Robotic shields

I used RI:S over black-shields for most situations until fighters came into FO. Now, it is better to have an additional fighter hangar in your Titanic Hull (and no shield whatsoever) than having that 15 or 20 shield. Because most of the enemy death rays are hitting my fighters (some more than once)...
by EricF
Tue Oct 30, 2018 5:18 am
Forum: Play-Testing Feedback
Topic: Unguarded Ancient Ruins
Replies: 9
Views: 1187

Re: Unguarded Ancient Ruins

It's just a 90% chance of being guarded, regardless of the empire:system ratio OK, then I misunderstood. To me 90% isn't "close to impossible". Personally I think it should be 100%. Getting DR and Banforo so early really killed that game. I would HATE to have had one of the AI players have gotten t...
by EricF
Tue Oct 30, 2018 5:12 am
Forum: General Discussion
Topic: Feature Request: Terraforming Reversion
Replies: 5
Views: 833

Re: Feature Request: Terraforming Reversion

I think the real obstacle is that terraform reversion moves towards the original environment, which in your described use case is the actual current environment, so the reversion would do nothing, regardless of whether it is Good for the current species or not. Need to have a Terraform Clockwise an...
by EricF
Mon Oct 29, 2018 12:02 pm
Forum: General Discussion
Topic: Feature Request: Terraforming Reversion
Replies: 5
Views: 833

Feature Request: Terraforming Reversion

I would like Terraforming Reversion to be available on planets with Good habitability. Why? Because there are times I would like the Natives to Terraform their planet to a Hostile state so that it kills them so I can colonize with another Species. Yes, Evil I know, but sometimes useful. :) (I mean c...
by EricF
Mon Oct 29, 2018 11:52 am
Forum: Play-Testing Feedback
Topic: Unguarded Ancient Ruins
Replies: 9
Views: 1187

Re: Unguarded Ancient Ruins

There is a chance an Ancient Ruins will be unguarded. I have the feeling that those chances are bigger for galaxy configurations with smaller systems/player ratio (maybe just homeworlds, including natives), so that for 25 systems per player it must be close to impossible to find unguarded ancient r...
by EricF
Sun Oct 28, 2018 10:48 pm
Forum: Play-Testing Feedback
Topic: Unguarded Ancient Ruins
Replies: 9
Views: 1187

Re: Unguarded Ancient Ruins

I eventually got Banforo and Death Rays so it seems like it should have been guarded to me. :D
by EricF
Sun Oct 28, 2018 10:49 am
Forum: Play-Testing Feedback
Topic: Unguarded Ancient Ruins
Replies: 9
Views: 1187

Unguarded Ancient Ruins

I'm playing latest test build 10/21 and came across a planet with Ancient Ruins,
but there was nothing guarding it. Is this normal?
I have Monsters set to Low and not Off.
FO.jpg
FO.jpg (276.78 KiB) Viewed 1187 times
Every time I've come across them before they have been guarded.
by EricF
Mon Oct 22, 2018 8:56 am
Forum: Play-Testing Feedback
Topic: Robotic shields
Replies: 16
Views: 1626

Re: Robotic shields

The one big problem with Robo's is that they are slow. One Internal slot means no additional engine. However they are cheap and have fewer requirements than SG's so they can be potentially built much closer to the front. Since they are being used as cannon fodder even being piloted by Exobots is exc...
by EricF
Mon Oct 22, 2018 8:17 am
Forum: Play-Testing Feedback
Topic: Robotic shields
Replies: 16
Views: 1626

Re: Robotic shields

But it only takes about 30 ships to equal Black Shields.
Late game that should not be a problem.
Your whole fleet doesn't need to be Titans. Mix in SG's or even Robo's.
Much cheaper to build. They draw fire and are easy to replace.
by EricF
Mon Oct 22, 2018 2:21 am
Forum: Play-Testing Feedback
Topic: Robotic shields
Replies: 16
Views: 1626

Re: Robotic shields

Another one of RI:S advantages. I think they are undervalued by most players. They are a little expensive early game, but are very economical late game. Even on Titans, because you aren't really going to have those Titans all by themselves anyway are you? You are going to add them to a fleet that al...
by EricF
Sun Oct 21, 2018 5:08 am
Forum: Play-Testing Feedback
Topic: Robotic shields
Replies: 16
Views: 1626

Re: Robotic shields

How large of a fleet? The Molecular Cloud reduces shields by 15 so maybe if your fleet is large enough to reach the max 20 then 5 would be normal.
by EricF
Sun Oct 07, 2018 9:55 am
Forum: Story
Topic: Species: Rumboid - lazy, schizo robots who watch too much TV
Replies: 3
Views: 610

Re: Species: Rumboid - lazy, schizo robots who watch too much TV

Dex: You are such a self-aggrandizing, solipsistic ego queen, you don't even know.

Syd: Did you just say solipsistic?

Dex: I most certainly did.

Syd: I love that word.
:lol:
by EricF
Thu Oct 04, 2018 11:55 am
Forum: General Discussion
Topic: Outpost Base
Replies: 6
Views: 972

Re: Outpost Base

o01eg wrote:
Thu Oct 04, 2018 11:20 am
It looks like Outpost Base is going to be removed: https://freeorion.org/forum/viewtopic.p ... 617#p93617
Outpost Bases are a completely normal and understandable part of the game.
Outpost Colonies are completely unnecessary to the game and should be removed.
by EricF
Wed Oct 03, 2018 12:37 pm
Forum: Support
Topic: AI script error
Replies: 9
Views: 1047

Re: AI script error

Sorry, forgot to mention that it is the latest test build; build 2018-09-30.482395a
but you probably figured that out by now...