Search found 941 matches

by marhawkman
Thu May 10, 2012 10:10 pm
Forum: Programming
Topic: Universe Table gives badly skewed results
Replies: 8
Views: 525

Re: Universe Table gives badly skewed results

One thing I was thinking of adding was a way to specify the seed during galaxy creation. That way you can recreate a specific galaxy if you remember the seed used, or make a new one to mine for statistical data.
by marhawkman
Thu May 10, 2012 2:44 pm
Forum: Other Game Design
Topic: Thoughts after my first play in several years
Replies: 34
Views: 2031

Re: Thoughts after my first play in several years

so is there any word on why AI HWs have such idiotically high stealth values?
by marhawkman
Thu May 10, 2012 2:41 pm
Forum: Programming
Topic: Universe Table gives badly skewed results
Replies: 8
Views: 525

Re: Universe Table gives badly skewed results

IMO Asteroids and gas giants should be common. So which data tables are actually used right now? EDIT: AFAIK, the universe generation uses a deterministic algorithm that doesn't actually have random factors. It uses a sort of random number generation, but the universe configuration options are what ...
by marhawkman
Wed May 09, 2012 9:54 pm
Forum: Other Game Design
Topic: Thoughts after my first play in several years
Replies: 34
Views: 2031

Re: Thoughts after my first play in several years

I looked to see what settings were most likely to spawn planets in "nostar" systems.... young with lots of planets. the result was around 4 gas giants in the entire galaxy. I also monkeyed with the settings for spawing "planetoids" at black holes. IIRC Planetoids are tiny planets, so I set thier ent...
by marhawkman
Wed May 09, 2012 2:57 pm
Forum: Other Game Design
Topic: More specials /techs / ship designs
Replies: 35
Views: 3550

Re: More specials /techs / ship designs

Oh, well I have 3 now, and I'll double check but I think I have the tech already.
by marhawkman
Wed May 09, 2012 2:55 pm
Forum: Other Game Design
Topic: Thoughts after my first play in several years
Replies: 34
Views: 2031

Re: Thoughts after my first play in several years

I think the current stealth works ok. The stealth special could use a better description though. Anyways... any idea why the AI planets have such ridiculous stealth meters? Oh, another thing I noticed is that in some cases star colors are more important when choosing planets than the sizes or types ...
by marhawkman
Tue May 08, 2012 8:47 pm
Forum: Other Game Design
Topic: More specials /techs / ship designs
Replies: 35
Views: 3550

Re: More specials /techs / ship designs

I'd prefer to make asteroids into something different than yet another planet type. Something that really feels different, such as: 1) colonizing asteroid fields gives a production bonus to all planets in system 2) Option to build hidden bases in asteroid fields Currently, Asteroid Belts are the on...
by marhawkman
Tue May 08, 2012 8:44 pm
Forum: Other Game Design
Topic: Thoughts after my first play in several years
Replies: 34
Views: 2031

Re: Thoughts after my first play in several years

Any idea why some planets have a base value of 0? I could understand that for Hostile planets but these aren't hostile. I've noted a few more odd things in this version. all my Planets seem to get a stealth bonus of +100 for EACH cultural archives I control. AI planets(not magnate civilizations) get...
by marhawkman
Mon May 07, 2012 9:53 pm
Forum: Other Game Design
Topic: Thoughts after my first play in several years
Replies: 34
Views: 2031

Re: Thoughts after my first play in several years

And yet I still see planets with a value of 60+.. but those are only planets with Cultural Archives, I think... Another oddity is that some planetary specials that previously did not affect population now have max pop penalties that are pretty harsh. Let's see.... Apidiske: pop 67(Abaddonni), source...
by marhawkman
Mon May 07, 2012 8:19 pm
Forum: Other Game Design
Topic: Thoughts after my first play in several years
Replies: 34
Views: 2031

Re: Thoughts after my first play in several years

In 4857? I finally got it installed.

anyways, wow is it different.... But something confuses me. I keep settling planets only to have them show me a max population of 5 or less. Why is that?
by marhawkman
Mon May 07, 2012 4:31 pm
Forum: Other Game Design
Topic: Removing Food?
Replies: 145
Views: 5123

Re: Removing Food?

One idea I was pondering today was to merge the empire storage quantities for food and minerals into "credits". But as-is, mining exists only to give you materials that are consumed by production. That's kinda boring. Managing your supply of minerals to keep from running out is surprisingly hard whe...
by marhawkman
Mon May 07, 2012 4:24 pm
Forum: Other Game Design
Topic: More specials /techs / ship designs
Replies: 35
Views: 3550

Re: More specials /techs / ship designs

I think what he was getting at was a special that would make gas Giants or Asteroids a "hostile" planet instead of "uninhabitable".

Can Asteroids have Natural tunnels? It fits thematically.
by marhawkman
Mon May 07, 2012 4:22 pm
Forum: Other Game Design
Topic: Thoughts after my first play in several years
Replies: 34
Views: 2031

Re: Thoughts after my first play in several years

Well, I saw something rather astonishing yesterday while playing a second game. A big group of ships armed with Mk1 Mass Drivers managed to take down a Great Kraken!!!! Yeah, so the 10/50 stats for Great Krakens MUST be correct. In this new game I've had MUCH lower ship losses. Why? I stopped sendin...
by marhawkman
Mon May 07, 2012 4:14 pm
Forum: Other Game Design
Topic: 'nother n00b here...
Replies: 6
Views: 326

Re: 'nother n00b here...

well, does the code support having a component modify ship speed?
by marhawkman
Fri May 04, 2012 11:38 pm
Forum: Other Game Design
Topic: Thoughts after my first play in several years
Replies: 34
Views: 2031

Re: Thoughts after my first play in several years

Do the newer versions have refinements for armor techs? I noticed the version I'm playing has refinements for weapons, but not armor or shields. Death Rays cstart at 60 and go to 100, but armor caps at 25(Neutronium) and shields cap at 3...