Search found 265 matches

by LienRag
Fri Aug 28, 2020 10:45 pm
Forum: Play-Testing Feedback
Topic: Influence/Policies/Government feedback
Replies: 11
Views: 1495

Re: Influence/Policies/Government feedback

Glad to see there is at least one other building that gives influence. To avoid spamalot, any building giving influence must either have restrictions on it (like the Interspecies Design Academy) or not add influence from more than one instance of the building. Another good candidate for this bonus ...
by LienRag
Fri Aug 28, 2020 10:41 pm
Forum: Play-Testing Feedback
Topic: Influence/Policies/Government feedback
Replies: 11
Views: 1495

Re: Influence/Policies/Government feedback

Geoff the Medio wrote: Mon Jun 15, 2020 2:33 pm
I'd also like to have native species that one hasn't invaded but which like your empire grant various bonuses, including policy slots.
That's really brilliant...
by LienRag
Fri Aug 28, 2020 10:40 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: 603

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

Splitting isn't especially problematic, but if you could split, you'd also want to transfer between fleets and merge fleets. Doing those is problematic because it requires the fleets to be at the same location. Thanks for the explanation, but since merging and transferring do not have the same stra...
by LienRag
Thu Aug 27, 2020 7:56 pm
Forum: Other Game Design
Topic: Empire Types - "Origins"
Replies: 42
Views: 1346

Re: Empire Types - "Origins"

Could you elaborate a bit about the species!=empire thing ? I mean, I understand that one specie should be playable in a diverse manner, not having the initial Specie entirely determinate the gameplay I think it's a bit more than that. Because what you say here applies to most 4X space games - the ...
by LienRag
Thu Aug 27, 2020 6:23 pm
Forum: General Discussion
Topic: Abandoned Colony
Replies: 3
Views: 487

Re: Abandoned Colony

And it isn't well explained anywhere in-game alas...
I only understood it months later when reading the discussion on Infrastructure in this forum.
by LienRag
Thu Aug 27, 2020 6:20 pm
Forum: FreeOrion Project
Topic: Snap distribution for 0.4.8, 0.4.9 and in future
Replies: 25
Views: 1521

Re: Snap distribution for 0.4.8, 0.4.9 and in future

This should be made very clear on the snap page, though. Have a look: https://snapcraft.io/freeorion Now that I had your explanations here and the Debian/rolling release comparison, I understand clearly what's on the snapcraft page. As a beginner, I doubt that I would, though. (actually I'm still f...
by LienRag
Thu Aug 27, 2020 6:08 pm
Forum: Other Game Design
Topic: Make troop/colony ships consume local troops/population
Replies: 24
Views: 735

Re: Make troop/colony ships consume local troops/population

(the only problem would be trying to take more than a supply group has...just say you can’t build a colony/troop if you don’t have at least 2x the required amount. Would there be a warning for that ? As a beginner I had some trouble with the much simpler aspect "planet must have at least two troops...
by LienRag
Thu Aug 27, 2020 6:03 pm
Forum: Other Game Design
Topic: Make troop/colony ships consume local troops/population
Replies: 24
Views: 735

Re: Make troop/colony ships consume local troops/population

We could grab offensive troops directly from population, and leave defensive troops alone, to avoid issue pointed out by Lienrag. That would be very different... Population is the core resource of the game, and growth painfully slowly. Not saying that it's necessarily a bad idea, but that would cha...
by LienRag
Mon Aug 24, 2020 2:46 am
Forum: FreeOrion Project
Topic: Snap distribution for 0.4.8, 0.4.9 and in future
Replies: 25
Views: 1521

Re: Snap distribution for 0.4.8, 0.4.9 and in future

Default branch should point to same release as latest/stable, but the branch is sticky. So if you install "stable" branch (i.e. default/stable) you get the latest version. And if the latest base version (e.g. 0.5.1 instead of 0.5.0) changes you would still have "your" version (e.g 0.5.0). As a debi...
by LienRag
Sun Aug 23, 2020 2:17 am
Forum: General Discussion
Topic: How to help
Replies: 25
Views: 777

Re: How to help

On the giant queue, I wasn't saying remove it, I was just saying it would be nice if there was a way to get individual production queues of various planets. There are not individual production queues for planets. The basic unit of production is the Supply group. As noted above, this is different fr...
by LienRag
Fri Aug 21, 2020 3:05 am
Forum: General Discussion
Topic: How to help
Replies: 25
Views: 777

Re: How to help

Playtesting the latest version (not the stable release) and reporting bugs is always appreciated. Translations are a way to help too, if you master another language than English. Design ideas are aplenty on the forum, but if you have well thought-out ideas that are different from what have been prop...
by LienRag
Sat Aug 15, 2020 11:14 pm
Forum: Other Game Design
Topic: Make troop/colony ships consume local troops/population
Replies: 24
Views: 735

Re: Make troop/colony ships consume local troops/population

Doesn't take into account the difference between offensive and defensive troops, though. It doesn't need to. Offensive and defensive troops aren't separate kinds of troops, they are different troop behaviors. Well it won't be KISS to beginners to understand taking one unit of troop will cost them m...
by LienRag
Sat Aug 15, 2020 2:56 pm
Forum: Other Game Design
Topic: Make troop/colony ships consume local troops/population
Replies: 24
Views: 735

Re: Make troop/colony ships consume local troops/population

Troop pods queued in a shipyard can drag troops from any supply-connected colony with troops of the same species. If you want many ugmor warriors, you need many ugmor worlds. That could work. And I like the game consequences of it, too : no more specialized planet providing all the needs of the Emp...
by LienRag
Fri Aug 14, 2020 11:56 pm
Forum: Other Game Design
Topic: Empire Types - "Origins"
Replies: 42
Views: 1346

Re: Empire Types - "Origins"

Ok, I'll try to address the various questions and concerns that have been raised: First, and most importantly, I think I need to clarify or state more clearly what the fundamental design goals of the proposals are: The decision about what kind of game I want to play/which fundamental strategy I wan...
by LienRag
Fri Aug 14, 2020 11:54 pm
Forum: Scripting & Balancing
Topic: Make viable the Tall strategy
Replies: 25
Views: 593

Re: Make viable the Tall strategy

Making different strategies viable is a core FreeOrion design principle, you are right about that. You are also right that the game mechanisms we have now do not really allow for Tall strategies. Though, if I can understand the mathematics you present here (and they seem relevant and convincing), I ...