Search found 429 matches

by Zireael
Thu Jan 24, 2013 2:36 pm
Forum: Other Game Design
Topic: Streamlined Colonization
Replies: 86
Views: 15693

Re: Streamlined Colonization

Alternative methods of colonization sound brilliant. So does increasing cost of a colony pod.
by Zireael
Thu Jan 24, 2013 2:23 pm
Forum: Other Game Design
Topic: Winning a game grants you a constellation
Replies: 1
Views: 410

Re: Winning a game grants you a constellation

This is a brilliant idea!
by Zireael
Thu Jan 24, 2013 2:21 pm
Forum: Play-Testing Feedback
Topic: Notes on rev 5670
Replies: 18
Views: 2042

Re: Notes on rev 5670

1) Some species (Cray, Eaxaw, Etty, George, Laenfa, Trith) are lacking descriptions.
2) Some tech descriptions are messy (eg. Xenological Genetics, Xenological Hybridization)
3) Does the Research cost reduction for Telepathic species work?
by Zireael
Sun Jan 20, 2013 1:53 pm
Forum: Other Game Design
Topic: Streamlined Colonization
Replies: 86
Views: 15693

Re: Streamlined Colonization

@ Bigjoe: I like the progression! Just what I had in mind!
by Zireael
Sat Jan 19, 2013 1:58 pm
Forum: Other Game Design
Topic: Streamlined Colonization
Replies: 86
Views: 15693

Re: Streamlined Colonization

I think the non-consumable outpost ship is a decent option. Give it a big build time (20 turns or so) and limit the production to one at a time. By the mid late/game there won't be so many outpost ships in existence as to unbalance the game but if you stumbled across an opponents unguarded outpost ...
by Zireael
Sat Jan 19, 2013 1:52 pm
Forum: Play-Testing Feedback
Topic: Notes on rev 5642
Replies: 22
Views: 2272

Re: Notes on rev 5642

Thanks! A question to Dilvish, as I got creamed by Turtle AI - would it be possible to stunt their technology or production on lower difficulties (Turtle and Cautious)...? Please confirm if this experience was with Rev 5642+ or not. It was with 5642. 3) increase or decrease AIs resource production ...
by Zireael
Wed Jan 16, 2013 6:18 pm
Forum: Play-Testing Feedback
Topic: Notes on rev 5642
Replies: 22
Views: 2272

Re: Notes on rev 5642

Thanks!

A question to Dilvish, as I got creamed by Turtle AI - would it be possible to stunt their technology or production on lower difficulties (Turtle and Cautious)...?
by Zireael
Wed Jan 16, 2013 2:36 pm
Forum: Play-Testing Feedback
Topic: Notes on rev 5642
Replies: 22
Views: 2272

Re: Notes on rev 5642

I know the solution, Dilvish, I want it applied in SVN so that people don't get pitted against AI Super Testers.
by Zireael
Wed Jan 16, 2013 11:26 am
Forum: Programming
Topic: Changing default location for log and save game dir on OSX
Replies: 12
Views: 1849

Re: Changing default location for log and save game dir on O

A save_and_config_files_locations.txt could be added to the FreeOrion directory that outlines where they'd be, though.
That would be the best solution, indeed.
by Zireael
Wed Jan 16, 2013 11:23 am
Forum: Other Game Design
Topic: Planetary production and Habitability
Replies: 36
Views: 2899

Re: Planetary production and Habitability

Techs that boost industry can provide additional boosts to robotic species (I can imagine that robots are manufactured). I like this idea. In this case unlockable techs aren't needed. And since everyone has access to robotic species via Exobots these boni are never meaningless. I like the idea, too.
by Zireael
Tue Jan 15, 2013 11:19 am
Forum: Programming
Topic: Changing default location for log and save game dir on OSX
Replies: 12
Views: 1849

Re: Changing default location for log and save game dir on O

I never install in Program Files anyways. And I made myself a shortcut to saves, because finding them manually is a hassle. Maybe put in an shortcut by default?
by Zireael
Tue Jan 15, 2013 11:15 am
Forum: Top Priority Game Design
Topic: What to do about Infrastructure?
Replies: 84
Views: 54364

Re: What to do about Infrastructure?

There's one problem with your idea, david - it's basically going back to the Mining + Production idea. Also, Infrastructure is separate from PP.
by Zireael
Tue Jan 15, 2013 10:59 am
Forum: Play-Testing Feedback
Topic: Notes on rev 5642
Replies: 22
Views: 2272

Notes on rev 5642

1) Yaay for difficulty settings! 2) I'm ambivalent about the Detection Strength being displayed next to the resources. I think Trade should be taken down from the top bar, if it's not used. 3) What happened to the Happiness? I thought, from eleazar's posts, that it is being implemented. 4) I wish Em...
by Zireael
Mon Jan 14, 2013 12:48 pm
Forum: Programming
Topic: Changing default location for log and save game dir on OSX
Replies: 12
Views: 1849

Re: Changing default location for log and save game dir on O

I agree that the save files folder should be in a more accessible location, since %userdir% is hidden on Win7. Maybe simply create a saves folder in one's FO folder and put saves in there, and a log folder and put logs in there?
by Zireael
Mon Jan 14, 2013 12:41 pm
Forum: FreeOrion Project
Topic: What's Next after v0.4.1?
Replies: 42
Views: 11321

Re: What's Next after v0.4.1?

and Solar Generators, for me. Ah, you must have missed the discussion a while back -- it was concluded that Solar Generators should be like an Industrial Center and only one is needed per Empire (subject to Supply connectedness), and that change has been implemented in the main code base for some t...