Search found 296 matches
- Mon Nov 05, 2018 11:16 pm
- Forum: Play-Testing Feedback
- Topic: Does AI forget troops from failed invasion missions?
- Replies: 6
- Views: 6479
Re: Does AI forget troops from failed invasion missions?
I started to hack together some dirty and lazy logic to let the AI perform at least some evasive maneuvers. It will need a lot of polishing and doesn't cover a good number of cases yet where the AI should probably retreat but... Anyway, I had some fun chasing a colony ship in circles until I ran out...
- Wed Oct 03, 2018 12:59 pm
- Forum: Support
- Topic: AI script error
- Replies: 9
- Views: 7489
- Wed Oct 03, 2018 7:20 am
- Forum: Support
- Topic: AI script error
- Replies: 9
- Views: 7489
Re: AI script error
Fixed in master.
- Fri Sep 21, 2018 8:14 pm
- Forum: Other Game Design
- Topic: Comsat/planetary defenses re-design
- Replies: 58
- Views: 12638
Re: Comsat/planetary defenses re-design
Then you would add a single fuel tank which has a negligible base cost of 1 PP...
- Thu Sep 20, 2018 6:20 pm
- Forum: Scripting & Balancing
- Topic: Reducing planet's population upon conquest
- Replies: 13
- Views: 9750
Re: Reducing planet's population upon conquest
The numbers were chosen so the population after conquest will be only slightly higher than colonization, could cap at a certain minimum value (say, 3) to reduce impact of multiple captures and/or add tech to mitigate parts of the effect. Also note that scorched earth tactics are already readily avai...
- Mon Sep 17, 2018 8:41 pm
- Forum: Scripting & Balancing
- Topic: Reducing planet's population upon conquest
- Replies: 13
- Views: 9750
Reducing planet's population upon conquest
Relevant PR: https://github.com/freeorion/freeorion/pull/2281 Invading enemy or native planets seems way too strong compared to peaceful expansion. Besides getting possibly a new species or weakening your enemy, conquering a planet will keep the current population alive - compared to early game 1 po...
- Mon Sep 17, 2018 6:05 pm
- Forum: General Discussion
- Topic: Questions from a 1 month old player
- Replies: 3
- Views: 5947
Re: Questions from a 1 month old player
3) Lag - wow, waiting for 1-2 minutes for a turn is not so good. Only happens when lots of ships from what I can see. Currently 4 AI's and myself with 150 systems. However at the moment I have all the ships, most systems (See attached), and I have to wait for AI's (green ticks) and there currently ...
- Fri Sep 14, 2018 5:45 pm
- Forum: Other Game Design
- Topic: Comsat/planetary defenses re-design
- Replies: 58
- Views: 12638
Re: Comsat/planetary defenses re-design
Then people would use a small hull or similar instead for the same purpose which costs trivially more.
- Tue Sep 04, 2018 6:20 pm
- Forum: Other Game Design
- Topic: Comsat/planetary defenses re-design
- Replies: 58
- Views: 12638
Re: Comsat/planetary defenses re-design
I'll acknowledge that the issue does kind of go both ways, troop ships could act as fodder to protect armed ships Which would at least be reduced if we increased troop pod price to be close to weapon cost and increase the capacity in return. This would also open up more interesting troop designs th...
- Tue Sep 04, 2018 6:14 pm
- Forum: Other Game Design
- Topic: Combat Preferred Targetting
- Replies: 57
- Views: 12155
Re: Combat Preferred Targetting
Another option could be to use a set of policy cards which define the empire's military doctrine and subsequently target priority. You could fine-grain the policies (a fighter policy, a short range policy, a flak policy, a planetary defense policy etc.) or only have a single slot which defines the s...
- Fri Aug 31, 2018 8:47 pm
- Forum: Other Game Design
- Topic: Comsat/planetary defenses re-design
- Replies: 58
- Views: 12638
Re: Comsat/planetary defenses re-design
Honestly, in late game, building decoys is pretty much always an efficient strategy for all-out warfare considering you have and are facing a reasonably sized fleet. Consider building either a warship or M decoys for the same PP. Assuming you already have N warships of same type, the fleet strength ...
- Thu Aug 30, 2018 5:49 pm
- Forum: Other Game Design
- Topic: Combat Preferred Targetting
- Replies: 57
- Views: 12155
Re: Combat Preferred Targetting
I think fleet-based approaches are problematic: If I want to prioritize fighters with a part of the fleet and capital ships with another part of the fleet, then I would have to create 2 (or in general N) fleets. I will then have to make sure all these N fleets move synchronously through the galaxy m...
- Wed Aug 29, 2018 5:24 pm
- Forum: Scripting & Balancing
- Topic: Condition matching comsats
- Replies: 12
- Views: 9193
Re: Condition matching comsats
While it doesn't only affect decoy ships, a more robust approach could be to check if the ship is armed/has fighters... A fuel pod costs 1 PP and would circumvent the no-part approach.
- Wed Jul 18, 2018 7:42 pm
- Forum: Play-Testing Feedback
- Topic: (AI) More flaks and fighters!
- Replies: 2
- Views: 1793
Re: (AI) More flaks and fighters!
I think our current fighter assessment code just isn't very good. When I wrote it, the fighter system was still in its early implementation stage and subject to constant changes and I probably had some misconceptions as well. Now that the dust has settled and we have some more experience regarding f...
- Sun Jun 17, 2018 10:17 am
- Forum: Play-Testing Feedback
- Topic: Nerf Scylior a bit?
- Replies: 14
- Views: 5468
Re: Nerf Scylior a bit?
Scylior start on an medium instead of a large planet like all the other species (which probably should be documented somewhere). I agree that it's not enough to balance the species, though.