Search found 429 matches
- Thu Jan 24, 2013 2:36 pm
- Forum: Other Game Design
- Topic: Streamlined Colonization
- Replies: 86
- Views: 15722
Re: Streamlined Colonization
Alternative methods of colonization sound brilliant. So does increasing cost of a colony pod.
- Thu Jan 24, 2013 2:23 pm
- Forum: Other Game Design
- Topic: Winning a game grants you a constellation
- Replies: 1
- Views: 411
Re: Winning a game grants you a constellation
This is a brilliant idea!
- Thu Jan 24, 2013 2:21 pm
- Forum: Play-Testing Feedback
- Topic: Notes on rev 5670
- Replies: 18
- Views: 2060
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?
2) Some tech descriptions are messy (eg. Xenological Genetics, Xenological Hybridization)
3) Does the Research cost reduction for Telepathic species work?
- Sun Jan 20, 2013 1:53 pm
- Forum: Other Game Design
- Topic: Streamlined Colonization
- Replies: 86
- Views: 15722
Re: Streamlined Colonization
@ Bigjoe: I like the progression! Just what I had in mind!
- Sat Jan 19, 2013 1:58 pm
- Forum: Other Game Design
- Topic: Streamlined Colonization
- Replies: 86
- Views: 15722
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 ...
- Sat Jan 19, 2013 1:52 pm
- Forum: Play-Testing Feedback
- Topic: Notes on rev 5642
- Replies: 22
- Views: 2283
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 ...
- Wed Jan 16, 2013 6:18 pm
- Forum: Play-Testing Feedback
- Topic: Notes on rev 5642
- Replies: 22
- Views: 2283
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)...?
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)...?
- Wed Jan 16, 2013 2:36 pm
- Forum: Play-Testing Feedback
- Topic: Notes on rev 5642
- Replies: 22
- Views: 2283
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.
- Wed Jan 16, 2013 11:26 am
- Forum: Programming
- Topic: Changing default location for log and save game dir on OSX
- Replies: 12
- Views: 1852
Re: Changing default location for log and save game dir on O
That would be the best solution, indeed.A save_and_config_files_locations.txt could be added to the FreeOrion directory that outlines where they'd be, though.
- Wed Jan 16, 2013 11:23 am
- Forum: Other Game Design
- Topic: Planetary production and Habitability
- Replies: 36
- Views: 2903
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.
- Tue Jan 15, 2013 11:19 am
- Forum: Programming
- Topic: Changing default location for log and save game dir on OSX
- Replies: 12
- Views: 1852
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?
- Tue Jan 15, 2013 11:15 am
- Forum: Top Priority Game Design
- Topic: What to do about Infrastructure?
- Replies: 84
- Views: 54660
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.
- Tue Jan 15, 2013 10:59 am
- Forum: Play-Testing Feedback
- Topic: Notes on rev 5642
- Replies: 22
- Views: 2283
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...
- Mon Jan 14, 2013 12:48 pm
- Forum: Programming
- Topic: Changing default location for log and save game dir on OSX
- Replies: 12
- Views: 1852
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?
- Mon Jan 14, 2013 12:41 pm
- Forum: FreeOrion Project
- Topic: What's Next after v0.4.1?
- Replies: 42
- Views: 11348
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...