Search found 219 matches
- Wed Jun 28, 2017 11:57 am
- Forum: General Discussion
- Topic: LOL so many monsters!
- Replies: 8
- Views: 2271
Re: LOL so many monsters!
I love the monsters. It was one of the features that attracted me early on and I think I commented on the forum. I also play single player, usually on high/medium monster setting. The AI has improved a lot recently in many ways, and handles the high monster setting much better. Since players are fin...
- Wed Jun 28, 2017 11:54 am
- Forum: Other Game Design
- Topic: Stealth as a combat strategy / mechanic
- Replies: 32
- Views: 4760
Re: Stealth as a combat strategy / mechanic
@dbenage-cx the only difference that I see is that I would remove the empire detection strength as the base for ship parts. Detection parts work the same as weapon parts, their strength is from the part ± any refinement and species, system etc. bonus/malus. The colony and outpost base is the empire ...
- Tue Jun 27, 2017 8:12 pm
- Forum: Other Game Design
- Topic: Stealth as a combat strategy / mechanic
- Replies: 32
- Views: 4760
Re: Stealth as a combat strategy / mechanic
The big problem is that stealth is all or nothing is the core problem. It would be more fun if stealth and detection worked like weapons and shields, where a level of tech is useful and then locally obsolete when faced with superior tech. Stealth Numbers We should dispense with numbers entirely and...
- Mon Jun 26, 2017 2:57 pm
- Forum: Other Game Design
- Topic: Nest eradication
- Replies: 50
- Views: 9622
Re: Nest eradication
We should recognize that Tualha has already done the work, and submitted a PR implementing 1. While 3. or 2. may be preferable, unless someone raises an objection that we agree is valid, then we should honor the work and use 1., until someone is motivated enough to implement 3. or 2. This is intende...
- Sun Jun 25, 2017 8:48 pm
- Forum: Other Game Design
- Topic: Nest eradication
- Replies: 50
- Views: 9622
Re: Nest eradication
I prefer Vezzra's idea of moving the Mega Fauna tech into a side line tech so that all of the organic hulls are not dependent on it.
- Thu Jun 22, 2017 4:01 pm
- Forum: Other Game Design
- Topic: Nest eradication
- Replies: 50
- Views: 9622
Re: Nest eradication
Make the building have the empire wide effect of activating all empire owned monster nests.
Then it requires no micro management either way.
Then it requires no micro management either way.
- Wed Jun 21, 2017 3:16 pm
- Forum: Other Game Design
- Topic: Nest eradication
- Replies: 50
- Views: 9622
Re: Nest eradication
Should we add a building to domesticate monsters on this planet/asteroid belt? It would start the generation of domesticated baby monsters. It would be similar to the asteroid processing building and could be first step in creating an organic hull line resource. It would make monster domestication o...
- Wed Jun 14, 2017 9:03 pm
- Forum: Play-Testing Feedback
- Topic: trouble running multiplayer moderator or observer
- Replies: 2
- Views: 1470
Re: trouble running multiplayer moderator or observer
That is my bug.
I never tested the case of a non-empire controlling host.
Thanks for fixing it.
I never tested the case of a non-empire controlling host.
Thanks for fixing it.
- Fri Jun 09, 2017 6:52 pm
- Forum: Other Game Design
- Topic: Replace Victory with Achievements
- Replies: 9
- Views: 1479
Re: Replace Victory with Achievements
I like this idea, particularly replacing a game ending victory with achievements. I had not considered using achievements to direct players to explore/understand mechanics. My feeling is that there should be a distinction between the immersive narrative achievements and the more mechanical ones. We ...
- Wed Jun 07, 2017 9:32 pm
- Forum: General Discussion
- Topic: Supply down on all planets, double lines, how to fix?
- Replies: 11
- Views: 2242
Re: Supply down on all planets, double lines, how to fix?
It will be easier to help if you post a screen shot. If we can see your sitreps, your production queue and some of your galaxy it might be clear what the issue is. Do you have enough extra items in your production queue, so that when it reaches the last production turn of the last item on the queue ...
- Fri Jun 02, 2017 9:01 pm
- Forum: FreeOrion Project
- Topic: What to do? Mac, hidden visibility, and Boost
- Replies: 13
- Views: 10758
Re: What to do? Mac, hidden visibility, and Boost
That is 224 fewer warnings, from the last time I checked. Awesome. 224 X
- Thu Jun 01, 2017 4:41 pm
- Forum: FreeOrion Project
- Topic: What to do? Mac, hidden visibility, and Boost
- Replies: 13
- Views: 10758
Re: What to do? Mac, hidden visibility, and Boost
Don't feel any pressure. There is no rush. When you have a fix, you could provide a patch to boost iostreams . That would make a good argument for including cruft with a clear note explaining when the cruft can be removed. The problem with "local garbage" is that it is rarely clearly docum...
- Thu Jun 01, 2017 2:43 pm
- Forum: FreeOrion Project
- Topic: What to do? Mac, hidden visibility, and Boost
- Replies: 13
- Views: 10758
Re: What to do? Mac, hidden visibility, and Boost
visibilty=hidden is the same as the Windows equivalent __declspec(dllexport). It means that all of the symbols in a shared library that are not marked as for export are not included in the link table. This makes the shared library smaller and hence linking and loading are faster. Removing visibility...
- Sat May 27, 2017 6:07 pm
- Forum: Other Game Design
- Topic: Improve ship design handling in the design window.
- Replies: 2
- Views: 1041
Re: Improve ship design handling in the design window.
MatGb, in order to test you only need PR 1587 , provided you backup your saved design directory. Otherwise, when you go back to any other branch it will not be able to read the modified saved designs. The game is still playable, you just have to un-modify by hand your saved designs. I provided PR 15...
- Fri May 26, 2017 7:56 pm
- Forum: Other Game Design
- Topic: Improve ship design handling in the design window.
- Replies: 2
- Views: 1041
Improve ship design handling in the design window.
I've posted a PR #1587 with improvements to the ship design handling of the design window. It allows saved designs to be manipulated, saved, deleted, drag dropped, added to the finished designs individually or as a group at any time or automatically at game start. It allows the finished designs to b...