Search found 189 matches

by Jaumito
Sat Jan 05, 2019 12:07 am
Forum: FreeOrion Project
Topic: Roadmap for next release
Replies: 16
Views: 1792

Re: Roadmap for next release

xahodo wrote:
Fri Jan 04, 2019 8:45 pm
Also, a ship component could be introduced that decreases the defection risk of ships in the fleet.
Exactly what the Soviets used to call, a "political commissar". Using such a component probably should cost a bit of happiness.
by Jaumito
Thu Jan 03, 2019 6:03 pm
Forum: Play-Testing Feedback
Topic: No combat on system with visible adversaries
Replies: 18
Views: 1329

Re: No combat on system with visible adversaries

Oberlus wrote:
Thu Jan 03, 2019 3:53 pm
Hmmm... That seems a bit buggy (at least counter-intuitive) to me.
I agree, but at least it's consistent. The stealth bonus from asteroid belts (for asteroid hulls), solar hulls, artificial moons and (I think) multi-spectral shields all work the same.
by Jaumito
Thu Jan 03, 2019 3:47 pm
Forum: Play-Testing Feedback
Topic: No combat on system with visible adversaries
Replies: 18
Views: 1329

Re: No combat on system with visible adversaries

Oberlus wrote:
Thu Jan 03, 2019 3:00 pm
So... maybe the scout isn't attacked when arriving Rai beta because it is carrying with it the stealth bonus it had when in the deep space spot under the ion storm?
That should be it. I've actually used ion storms this way to get scouts past sentries and other guardian ships.
by Jaumito
Thu Jan 03, 2019 2:07 pm
Forum: Play-Testing Feedback
Topic: No combat on system with visible adversaries
Replies: 18
Views: 1329

Re: No combat on system with visible adversaries

There is an ion storm south of Rai beta but checking its borders in turns 25 and 26 it is well away from Rai beta. Borders are always fuzzy. What you should check instead if it had any effect on the Sentry's detection meter on turn 25. Side note: to make the screenshot on turn 26 clearer, I double-...
by Jaumito
Wed Jan 02, 2019 9:52 am
Forum: Other Game Design
Topic: Paradigm shift growth special buildings
Replies: 22
Views: 1356

Re: Paradigm shift growth special buildings

Much simpler: if N species have researched the tech, you get a SQRT( N ) * 10% discount. With N>100 you would get free techs after 100 other empires have them. How often do you play games with that many empires? If it actually happens, then something along the lines of SQRT( N ) * (10 / SQRT( E )) ...
by Jaumito
Wed Jan 02, 2019 12:02 am
Forum: Other Game Design
Topic: Paradigm shift growth special buildings
Replies: 22
Views: 1356

Re: Paradigm shift growth special buildings

Good point. How about this. If 10% of the races have this tech then the others get as discount. If 20% of the races have it the others get another incremental discount, etc. In your example with 50 races, 5 would be needed for the 1st discount, 10 for the 2nd etc. There needs to be some limits, 50%...
by Jaumito
Mon Dec 31, 2018 12:52 pm
Forum: Scripting & Balancing
Topic: Terraforming costs v fractional production—new system needed
Replies: 55
Views: 5727

Re: Terraforming costs v fractional production—new system needed

However, I do love asymmetries and I'd love to see something that makes some environments better (in general, for most species) than others, so that there would be an asymmetric colonisation pressure. One way to achieve something similar would be to introduce gravity as an extra environmental varia...
by Jaumito
Mon Dec 31, 2018 12:20 pm
Forum: Other Game Design
Topic: Scylior over-powered?
Replies: 3
Views: 318

Re: Scylior over-powered?

Scylior have a hidden (not mentioned in their description) drawback: they start at a medium size homeworld (instead of the standard large size), so they start with 17.3 population, 8.63 production and 11.9 research (instead of 20 population, 10 production and 9 research of Humans) Said drawback als...
by Jaumito
Mon Dec 17, 2018 3:37 pm
Forum: General Discussion
Topic: some playing advice
Replies: 24
Views: 3005

Re: some playing advice

Could also make location based. Scrap in space, nothing. At outpost 10%, colony 20%, shipyard 50%, dry dock 80%? Ahem, I was expecting this. It's not that the idea hasn't any merit, but we're heading into serious micro-management issues here - so if returns from scrapping is ever implemented, I hop...
by Jaumito
Sat Dec 15, 2018 2:09 am
Forum: Other Game Design
Topic: Big images of species
Replies: 100
Views: 6591

Re: Big images of species

Vezzra wrote:
Fri Dec 14, 2018 2:00 pm
That's a lot of good images here... :wink:
Still no humans, though... I wonder what they look like?
by Jaumito
Thu Dec 13, 2018 12:32 am
Forum: Off-Topic
Topic: Belated hello :D
Replies: 6
Views: 664

Re: Belated hello :D

Oberlus wrote:
Wed Dec 12, 2018 3:21 pm
And hope you can beat your husband's Empire, mercilessly :twisted:
Husband can't win against the hordes of... mercilessly cute critters! Mwahahaha!
by Jaumito
Mon Dec 10, 2018 4:50 pm
Forum: Off-Topic
Topic: Cyborg Plant Controls a Robot to Move Itself Towards Light
Replies: 3
Views: 486

Re: Cyborg Plant Controls a Robot to Move Itself Towards Light

I've known quite a few couch potatoes myself. So, not that impressed.
by Jaumito
Thu Nov 29, 2018 9:49 pm
Forum: Other Game Design
Topic: Make Stargates zero-speed ships (not buildings)
Replies: 16
Views: 1321

Re: Make Stargates zero-speed ships (not buildings)

Dilvish wrote:
Thu Nov 29, 2018 7:56 pm
... and it would introduce a new incentive to build stargates all over the place as extra defenses.
If I want extra defenses, I'd invest all those PPs in ships rather than in an extra planet which drains more PPs every turn.
by Jaumito
Thu Nov 29, 2018 5:17 pm
Forum: Other Game Design
Topic: Make Stargates zero-speed ships (not buildings)
Replies: 16
Views: 1321

Re: Make Stargates zero-speed ships (not buildings)

Or it could be a planet (an artificial one) instead of a ship. Once created, it gets standard defenses and an outpost, but you can't build anything on it, including colonies. It would contribute negatively to production and be destroyed if invaded.
by Jaumito
Thu Nov 29, 2018 4:59 pm
Forum: Play-Testing Feedback
Topic: Recommended settings for best AI relative to human?
Replies: 10
Views: 936

Re: Recommended settings for best AI relative to human?

Ophiuchus wrote:
Thu Nov 29, 2018 8:44 am
No monsters, many specials, many natives, spiral galaxy, many starlanes.
I disagree on specials, agree on the rest.