Search found 3028 matches

by Oberlus
Fri Oct 23, 2020 3:43 pm
Forum: Other Game Design
Topic: Organic hull evolution/mutation
Replies: 17
Views: 134

Re: Organic hull evolution/mutation

We already have in the game weapons that grow (become stronger) with time, some of the monsters use it. Having organic weapons that grow along with the hull makes sense and brings in differentiation and twist to regular strategies. It's in he agenda. My idea for mutation of ships includes using diff...
by Oberlus
Fri Oct 23, 2020 1:25 pm
Forum: Scripting & Balancing
Topic: Hangar-bay-less launch bay with fighters on it?
Replies: 4
Views: 46

Hangar-bay-less launch bay with fighters on it?

For the themed tech tree organic hulls with exclusive organic ship parts (things like claws, maws, spines, tentacles, stealth armour...) I'm thinking of scripting the tentacles as fighters, so ignore shields but can be destroyed. But I like it to use only external parts, specifically a "tentacle" ex...
by Oberlus
Fri Oct 23, 2020 11:35 am
Forum: Compile
Topic: Porting to Android
Replies: 14
Views: 12328

Re: Porting to Android

That looks so good. Good job and keep it up.
I foresee hordes of people scrolling through their chunk of the galaxy and reviewing the state of their armies while commuting to their jobs.
That could make multiplayer slow games faster :lol:
by Oberlus
Fri Oct 23, 2020 11:32 am
Forum: Other Game Design
Topic: Organic hull evolution/mutation
Replies: 17
Views: 134

Organic hull evolution/mutation

Someone before (can't find it now, sorry) suggested hull upgrades for already built ships. IIRC, I raised objections about the unfeasability of managing already built ships that suddenly have more available slots. Regarding monsters (tamed or wild) someone else suggested random mutations to make the...
by Oberlus
Fri Oct 23, 2020 8:17 am
Forum: Other Game Design
Topic: Rework pop. bonuses for Tall vs Wide and Terraforming
Replies: 28
Views: 526

Re: Rework pop. bonuses for Tall vs Wide and Terraforming

Having a Galaxy cluttered with [some] specials makes all of them less important, at least for how they feel. How you feel about something is inherently subjective. The galaxy is full of planets but that doesn't make it less special when I find a huge good planet in a blues star or black hole system...
by Oberlus
Thu Oct 22, 2020 6:39 pm
Forum: Other Game Design
Topic: RFC: A single source for default values (FOCS, python, stringtables, backend)
Replies: 48
Views: 3780

Re: RFC: A single source for default values (FOCS, python, stringtables, backend)

Feedback on the UI, Ophiuchus (at last!). In the Pedia pages, the named values are shown oddly: - When not hovering, you see (e.g.) "0.5000 (per planet size)". - When hovering: "(2.5 * 0.2000)". That causes trouble with Pedia reading: - Increases Target Research by 0.5000 (per population) per popula...
by Oberlus
Thu Oct 22, 2020 2:58 pm
Forum: Scripting & Balancing
Topic: Naming convention for Named values
Replies: 5
Views: 44

Re: Naming convention for Named values

If we are very strict and have a structure/pattern for naming, (not very likely) we can use that in python scripting. E.g. something similar to research_pop_multipliers = {k:v for (k,v) in named_values.items() if v.ends_with "RESEARCH_PERPOP"} In that case I bet the best is to include all the relev...
by Oberlus
Thu Oct 22, 2020 11:58 am
Forum: Other Game Design
Topic: Research Upkeep
Replies: 25
Views: 370

Re: Research Upkeep

And saying that tech costs should scale like this 100, 200, 400, 800, because that is exponential and we have exponential growth misses the point. What I want to say "exponential" means different curves and we have to look at the actual curves happening in freeorion to figure out how much tech shou...
by Oberlus
Thu Oct 22, 2020 8:14 am
Forum: Other Game Design
Topic: Research Upkeep
Replies: 25
Views: 370

Re: Research Upkeep

Because we will always have exponential growth in a 4x game.. so the costs should assume that. Yes, but if you have something like 100, 101, 101.01, ... that is exponential growth. And if you have 2,4,8,16.. that is also exponential growth. These curves are slighty different. They are both growth b...
by Oberlus
Wed Oct 21, 2020 7:18 pm
Forum: Scripting & Balancing
Topic: Naming convention for Named values
Replies: 5
Views: 44

Re: Naming convention for Named values

OK, no abbreviations and no info on category or "level". Or, we let this kind of labels be named however the contributor introducing it feels like, longer or shorter, more informative or less, judging by the circumstances. Is this necessarily a problem? I don't think it is a problem. But we can get ...
by Oberlus
Wed Oct 21, 2020 4:54 pm
Forum: Scripting & Balancing
Topic: Naming convention for Named values
Replies: 5
Views: 44

Naming convention for Named values

Named values (NamedReal, NamedInteger) will be used a lot in stringtables to show numbers calculated from game settings and to facilitate scripting changes. E.g. the research bonus from a Algorithmic Elegance depends on a number written in the tech file and a configurable macro (RESEARCH_PER_POP). W...
by Oberlus
Wed Oct 21, 2020 1:34 pm
Forum: Scripting & Balancing
Topic: Distributed empire strategy broken? - what to do
Replies: 2
Views: 34

Re: Distributed empire strategy broken? - what to do

We start with an economic slot and relatively soon a military slot. I think we should start with one slot of each kind, and maybe make the command center unlocked later (instead of from start) for a second military slot. Current allocation of policies to techs (I mean, what tech unlocks what policy)...
by Oberlus
Wed Oct 21, 2020 11:47 am
Forum: Play-Testing Feedback
Topic: git-HEAD default aggression make the game tedious for humans-players
Replies: 19
Views: 239

Re: git-HEAD default aggression make the game tedious for humans-players

I'd like to be able to blockade passage of fleets that are not allied nor at war with me, without initiating combat, so I like this fleet toggle. So something like this: - Stealth ships are hidden always, no matter fleet toggle, and can be targetted after first combat bout if they join the combat (o...
by Oberlus
Wed Oct 21, 2020 8:52 am
Forum: Play-Testing Feedback
Topic: git-HEAD default aggression make the game tedious for humans-players
Replies: 19
Views: 239

Re: git-HEAD default aggression make the game tedious for humans-players

Assuming the usual rules that a blockaded fleet can only move backwards. If it only halts the fleet and it can still progress, maybe ok Overpowered for whom? The empire obstructing passage without forcing a battle? Why / how? The moving empire can still initiate a battle if they want. Please explai...