Search found 3028 matches

by Oberlus
Tue Oct 13, 2020 11:41 am
Forum: General Discussion
Topic: Twelfth game on the multiplayer slow game server
Replies: 83
Views: 1155

Re: Twelfth game on the multiplayer slow game server

We agree to disagree.
by Oberlus
Mon Oct 12, 2020 7:00 pm
Forum: Other Game Design
Topic: Research Upkeep
Replies: 25
Views: 370

Re: Research Upkeep

What if instead of research malus give bonus for other empires which still didn't researched tech? I like that... need to think about it the get how wel it would work. But that would not solve the problem of once getting to late game being able to get tons of smaller techs from other branches and d...
by Oberlus
Mon Oct 12, 2020 2:45 pm
Forum: Other Game Design
Topic: The priorities mess
Replies: 26
Views: 2563

Re: The priorities mess

From what I see in the documentation, activation and scope of all effects are evaluated first, and then the effects are evaluated in the order determined by priorities and sources. So we only care about precedence of values evaluation. A topology of effects based on their dependencies on other meter...
by Oberlus
Mon Oct 12, 2020 12:23 pm
Forum: General Discussion
Topic: Thirteenth game on the multiplayer slow game server
Replies: 43
Views: 614

Re: Thirteenth game on the multiplayer slow game server

OK. Then, if we don't agree on pre-made teams we can resort to that. Cool.
by Oberlus
Mon Oct 12, 2020 10:54 am
Forum: General Discussion
Topic: Thirteenth game on the multiplayer slow game server
Replies: 43
Views: 614

Re: Thirteenth game on the multiplayer slow game server

Does FO have a way to make random teams?
by Oberlus
Sun Oct 11, 2020 2:14 pm
Forum: Other Game Design
Topic: The priorities mess
Replies: 26
Views: 2563

Re: The priorities mess

Something to resurrect this thread: The Exobot Production policy has an interesting effect, or it's intended to have it: - Turn the VERY_BAD_INDUSTRY Exobots into BAD_INDUSTRY (or better, it seems, AVERAGE_INDUSTRY, since from VERY_BAD to BAD is too little improvement). Currently, both the species t...
by Oberlus
Sun Oct 11, 2020 11:11 am
Forum: Other Game Design
Topic: Make all colonies/outposts to start with 6/3 def. troops
Replies: 23
Views: 571

Re: Make all colonies/outposts to start with 6/3 def. troops

More on this: When conquering a colony without any opposition (i.e. no armed ships from the defenders, just the planet being invaded), the initial troop regeneration seems is crazy. Some examples: - Outpost with maximum troops 12 (Bunker +6, Fort. Network +18, Outpost -12) start at 12. - Derthrean c...
by Oberlus
Sun Oct 11, 2020 10:55 am
Forum: Other Game Design
Topic: Make all colonies/outposts to start with 6/3 def. troops
Replies: 23
Views: 571

Re: Make all colonies/outposts to start with 6/3 def. troops

I'm having trouble to make this work as intended. Current state of the PR ensures any new colony of a species with defensive troops starts with min(6, Target.MaxTroops). However, it also allows for just-conquered colonies to start with that minimum, which isn't intended. This is the part of code (ol...
by Oberlus
Sun Oct 11, 2020 12:01 am
Forum: Other Game Design
Topic: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
Replies: 54
Views: 3105

Re: Make pro/res tech increases 0.1 or 0.2 (huge nerf)

Infrastructure is banned Maybe it should be renamed in stringtable but actually I can't think of something that fits well :oops: The complete quote is "Infrastructure is banned from performing too similar to population". I meant that Infrastructure should not do the same as population, design princ...
by Oberlus
Sat Oct 10, 2020 11:58 pm
Forum: Other Game Design
Topic: Rework pop. bonuses for Tall vs Wide and Terraforming
Replies: 28
Views: 523

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

Xeno gens. and hybrids won't be dropped, that would make wide strategy impractical. I think adjusting the pop. bonuses from techs for each environment is the way to go to make terraforming appealing for tall empires. The tall strategy is expected to rely on good/adequate early game, also on poor mid...
by Oberlus
Sat Oct 10, 2020 10:36 pm
Forum: Other Game Design
Topic: Research Upkeep
Replies: 25
Views: 370

Re: Research Upkeep

I need to run spreadsheets to get a better insight but I also get (2) is the way to go for starters.
by Oberlus
Fri Oct 09, 2020 11:09 am
Forum: Other Game Design
Topic: RFC: A single source for default values (FOCS, python, stringtables, backend)
Replies: 48
Views: 3779

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

This doesn't work as expected: (NamedReal name = "GARRISON_2_MAXTROOPS_EFFECT" value = 2 * [[TROOPS_PER_POP]]) The value gets calculated as 2 (shown as "2.000000 (2.00)" in the pedia page). You need to enclose the expression for the value in parenthesis: (NamedReal name = "GARRISON_2_MAXTROOPS_EFFEC...
by Oberlus
Thu Oct 08, 2020 7:34 pm
Forum: Other Game Design
Topic: Research Upkeep
Replies: 25
Views: 370

Research Upkeep

The issue To control growth of empires, FO uses (among others) the strategy of making stronger techs cost exponentially more than previous (weaker) techs. This works well with (very) few, long research paths, but gets in trouble when there are many. On one hand, because that encourage players to go ...
by Oberlus
Thu Oct 08, 2020 4:10 pm
Forum: Other Game Design
Topic: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
Replies: 54
Views: 3105

Re: Make pro/res tech increases 0.1 or 0.2 (huge nerf)

Upping flat pop -based bonuses from techs The values I'm considering for testing: RESEARCH Tech or Building RP prev. Turns prev. RP Turns Focus Bld. Rstrc. Bonus 0.4.9 Bonus 0.4.10 Bonus new 0.4.9 / new Base research per pop 0.2 0.2 0.2 1 Algorithmic Elegance 0 0 24 3 Yes No No 0.1 0.05 0.05 2 Quan...