Search found 265 matches

by LienRag
Wed Sep 16, 2020 10:29 am
Forum: Other Game Design
Topic: Make all colonies/outposts to start with 6/3 def. troops
Replies: 23
Views: 554

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

Yes, currently planetary bunkers is currently a very cheap must-have no-brainer. The only choice you have is to delay research until you actually need the effect so you get more dividend from having other tech a bit sooner. So I think having troops from the start makes actually for a small gameplay...
by LienRag
Sat Sep 12, 2020 2:16 am
Forum: Other Game Design
Topic: Make all colonies/outposts to start with 6/3 def. troops
Replies: 23
Views: 554

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

Stemming from here . When a planet is outposted, colonized or invaded, its defense troops are set to zero, and every turn including that one the meter grows to max., so that on the first turn you already have some troops there. This makes "species exchange by fake conquest" too cheap compared to ha...
by LienRag
Sat Sep 12, 2020 2:11 am
Forum: Play-Testing Feedback
Topic: Experimentors monsters challenging after nerf to resources?
Replies: 25
Views: 1657

Re: Experimentors monsters challenging after nerf to resources?

One-shot of planets : For the first wave of monsters, why ? Why remove all ways to counter them except a bigger pile of ships ? What's the fun in that ? If you get some planetary defense techs they can't oneshot a planet. Maximum shield is around 500, 1000 with defense focus, way more than the 60 d...
by LienRag
Fri Sep 11, 2020 2:11 am
Forum: Other Game Design
Topic: Balancing gifting with influence and stability
Replies: 19
Views: 741

Re: Balancing gifting with influence and stability

I think the underlying "problem" is that acquiring a trait with huge leverage needs only minimal commitment (e.g. one population of good pilots to build a better fleet). So the solution to that problem is that in order to benefit from a species trade one must invest in that species e.g. in terms of...
by LienRag
Fri Sep 11, 2020 1:56 am
Forum: Play-Testing Feedback
Topic: Honeycomb guarded by Sentinel
Replies: 7
Views: 745

Re: Honeycomb guarded by Sentinel

Honeycomb used to give 0.5 PP per population, so getting one was a huge advantage. Now that it's been seriously nerfed, it is reasonable that it would be less heavily defended (killing a Warden was not an easy task, while killing a Sentinel with fighters is quite easy once one has enough ships, even...
by LienRag
Wed Sep 09, 2020 1:53 pm
Forum: Scripting & Balancing
Topic: Why were laenfa buffed?
Replies: 5
Views: 245

Re: Why were laenfa buffed?

Thanks for the explanations.

Shouldn't all that be more visible in the Pedia ?
by LienRag
Tue Sep 08, 2020 3:13 pm
Forum: Scripting & Balancing
Topic: Why were laenfa buffed?
Replies: 5
Views: 245

Re: Why were laenfa buffed?

Laenfa were quite dependent on luck on middle-aged Galaxies (they needed to have bright stars near their homeworld or they would suffer) and as you pointed very disadvantaged in old Galaxies. And apparently people don't usually play in young Galaxies... I proposed to make a pop-boosting Special ("Kr...
by LienRag
Sun Sep 06, 2020 1:13 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 36
Views: 1122

Re: Testing Government and Influence

It was Marine Recruitment, but actually the problem was just that I was in negative Influence Points - stupid me. Though, it would be nice to have a warning, rather than just having it not working - I'm not certain that I'm the only player that can be sloppy at times. By the way, the second military...
by LienRag
Sat Sep 05, 2020 1:47 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 36
Views: 1122

Re: Testing Government and Influence

In the first game where I test the new 0.5 version, I have two military slots (one from Command Camp, the other I don't know) and I can't find a way to put a military policy in the second slot : I click on the one I want, drag it to the empty slot, and it just goes back to its initial position (on t...
by LienRag
Fri Sep 04, 2020 1:06 am
Forum: Other Game Design
Topic: Empire Types - "Origins"
Replies: 42
Views: 1346

Re: Empire Types - "Origins"

I'm still a bit wary that your Origins would railroad the player in a pre-defined style rather than give him full flexibility. As I wrote on my first message here, I'm not opposed to your idea. It just strikes me as something that could hurt profoundly the game if badly implemented, so I ask for ve...
by LienRag
Fri Sep 04, 2020 12:47 am
Forum: Scripting & Balancing
Topic: Make viable the Tall strategy
Replies: 25
Views: 593

Re: Make viable the Tall strategy

The thing is that the "go Wide or go bust" doesn't come out of nothing. It's a direct consequence of one of FreeOrion core design choice, to have (most) effects generated at Empire scale (well, mostly at the scale of the Supply group, but usually it's the same). Once we have buildings that are basic...
by LienRag
Tue Sep 01, 2020 12:25 am
Forum: Play-Testing Feedback
Topic: What's the logic behind not being able to split fleets in the middle of a starlane?
Replies: 9
Views: 602

Re: What's the logic behind not being able to split fleets in the middle of a starlane?

Or maybe we could have creating a new fleet costing one Influence Point once and for all ? The cost would be imputed at the end of the turn so mistakes would not impact the game (i.e, if a player splits a fleet by mistake and remerges it before the end of the turn, it doesn't cost Influence - ditto...
by LienRag
Tue Sep 01, 2020 12:22 am
Forum: Other Game Design
Topic: Formalizing War and Peace
Replies: 2
Views: 511

Formalizing War and Peace

In FreeOrion like in most games, War is modeled roughly on industrial wars of the last two centuries, where two powers go to full war on each other and triumph by decisive victory on the field after crushing the opponent's military capacity. But this is absolutely not the only type of war that has e...
by LienRag
Sat Aug 29, 2020 7:54 pm
Forum: Play-Testing Feedback
Topic: What's the logic behind not being able to split fleets in the middle of a starlane?
Replies: 9
Views: 602

Re: What's the logic behind not being able to split fleets in the middle of a starlane?

Splitting has two advantages currently: on one hand full choice of orders vs restricted choice and on the other hand keeping your enemies from knowing how you intend to move or are actually are able to move. As there is no downside to splitting fleets this leads to micromanagement. Other games have...
by LienRag
Sat Aug 29, 2020 3:04 am
Forum: Play-Testing Feedback
Topic: Influence/Policies/Government feedback
Replies: 11
Views: 1495

Re: Influence/Policies/Government feedback

The fact that unconquered Natives grant boni is in the loop since the first discussions about diplomacy. And I'm not that fond of this idea. What I find brilliant is that they would give policy slots, as it's something that is very different from what one can get by conquering them. It really adds s...