Search found 45 matches

by phocas
Tue Jul 03, 2018 6:04 pm
Forum: Other Game Design
Topic: Reviewing the current Imperial Stockpile mechanics
Replies: 31
Views: 13645

Re: Reviewing the current Imperial Stockpile mechanics

thanks Oberlus i see the light :wink: , i understand now that stockpile limits is only about depleting rate and using the stock i was thinking that stockpile techs were about how much you can move in stockpile (+ or -) so fearing it can be a max stocking flow limit stocking heavy PP numbers is not n...
by phocas
Tue Jul 03, 2018 5:32 pm
Forum: Play-Testing Feedback
Topic: 0.48 rc2 adaptative automation problem ??
Replies: 3
Views: 998

0.48 rc2 adaptative automation problem ??

while playing with the last v0.4.8 ppa-v0.4.8 [build 2018-06-24.4983374] from linux PPA adaptative automation i have researched this tech but on divakara system i can see the +5 only on the first planet and not the second http://imgur.com/G2Pe2Gel.png divakara is a freshly invaded system that was in...
by phocas
Tue Jul 03, 2018 5:24 pm
Forum: Play-Testing Feedback
Topic: bombardment strange things with 0.48 rc2 (and before...)
Replies: 10
Views: 1788

Re: strange things with 0.48 rc2

I think I can clarify for him: when you first order a fleet to bombard, everything seems fine on that turn, with every ship in the fleet displaying the "falling bomb" purple icon. But on subsequent turns, weird things happen: some ships will lose that icon, in the system pane the "cancel bombardmen...
by phocas
Sun Jul 01, 2018 3:22 pm
Forum: Play-Testing Feedback
Topic: bombardment strange things with 0.48 rc2 (and before...)
Replies: 10
Views: 1788

Re: strange things with 0.48 rc2

one more strange thing

look at the bomber icone on one of the ships, the "farmer". the two have exactly the same design with robot hull and EMP in all external slots

Image
by phocas
Sun Jul 01, 2018 3:18 pm
Forum: Play-Testing Feedback
Topic: bombardment strange things with 0.48 rc2 (and before...)
Replies: 10
Views: 1788

Re: strange things with 0.48 rc2

bombardment It was, every bit of it. So nothing specific to 0.4.8 here. ok for the 1) but what about the 2) ?? with the "cancel bombardment" button staying several turns after the combat end (no more target nor bomber ship) the button stayed even after restarting the game. t was only after a comput...
by phocas
Sun Jul 01, 2018 3:10 pm
Forum: Other Game Design
Topic: Reviewing the current Imperial Stockpile mechanics
Replies: 31
Views: 13645

Re: Reviewing the current Imperiahl Stockpile mechanics

i'm still missing something about tracking the PP lost and the stockpile use tested with the last rc2 on ubuntu 2018-06-24.4983374 0.4.8 pre-Release Candidate 2. dikavara is out of suply line and loosing 5 PP from the production view but there is no !! warning http://imgur.com/SJOFm3Rl.png if i forc...
by phocas
Sun Jul 01, 2018 10:09 am
Forum: Play-Testing Feedback
Topic: bombardment strange things with 0.48 rc2 (and before...)
Replies: 10
Views: 1788

bombardment strange things with 0.48 rc2 (and before...)

[edit title] hello while playing with the last v0.4.8 ppa-v0.4.8 [build 2018-06-24.4983374] from linux PPA i saw 2 strange things that i can not explain i can provide log and saved game if needed bombardment bumped against a robotic ancient guardians with 100+ defends troops defending the Thabit ast...
by phocas
Sun Jun 10, 2018 9:20 pm
Forum: Other Game Design
Topic: Reviewing the current Imperial Stockpile mechanics
Replies: 31
Views: 13645

Re: Reviewing the current Imperial Stockpile mechanics

i don't understand this screen and the production / stockpile numbers http://imgur.com/nNtHPlYl.png * ok i do not use all the PP so the supply lines are outlined * ok the excess PP will go to the stockpile (green number) ?? but i do not understand the red !! production warning usually it means that ...
by phocas
Sun Jun 10, 2018 2:29 pm
Forum: General Discussion
Topic: Ubuntu PPA
Replies: 147
Views: 45243

Re: Ubuntu PPA

phocas wrote:the version tag only show "v 0.48 build ???" in the main screen bottom

there are some missing screen in the pedia and weird/uncomplete links in some others tech screens
all works fine with the last version
by phocas
Sun Jun 10, 2018 2:16 pm
Forum: Other Game Design
Topic: Do you agree to remove the fighter type? [POLL!]
Replies: 32
Views: 4527

Re: Do you agree to remove the fighter type? [POLL!]

If you cant use regular weapons against fighters and your enemy comes at you with fighters you have to research anti-fighter measures. So no real decision in that situation. not exactly not all the enemies use fighters, some AI have few or none so a design with flak will be useless against most of ...
by phocas
Thu Jun 07, 2018 8:40 pm
Forum: Other Game Design
Topic: Do you agree to remove the fighter type? [POLL!]
Replies: 32
Views: 4527

Re: Do you agree to remove the fighter type? [POLL!]

EricF wrote: Having regular weapons not being able to shoot at fighters at all does not seem excessive to me.
It seems entirely reasonable. It actually adds Tactical/Scientific Research game decisions.
To FlaK or not to FlaK? Research fighters (and anti fighter weapons) or not?
exactly what i would mean
by phocas
Thu Jun 07, 2018 8:31 pm
Forum: Other Game Design
Topic: Do you agree to remove the fighter type? [POLL!]
Replies: 32
Views: 4527

Re: Do you agree to remove the fighter type? [POLL!]

* flak is flak (may be we could use two flak tech) - light flak 1 damage point with 5 or 6 rate of fire - heavy flak 2 damages point with 2 or 3 ROF For that to work, we'd have to introduce "structure points" (or whatever you want to call it) for fighters. Currently, fighters can't be "damaged" - w...
by phocas
Sat Jun 02, 2018 8:38 pm
Forum: Other Game Design
Topic: Do you agree to remove the fighter type? [POLL!]
Replies: 32
Views: 4527

Re: Do you agree to remove the fighter type? [POLL!]

hello me again :oops: :mrgreen: i understand that FreeOrion is not about realistic simulation but lets look what's going on in the 2 WW navy and their battleships most of their weapons are single purpose with a standard target mission yes they are casual exceptions and rare historical stories but ma...
by phocas
Sat Jun 02, 2018 9:04 am
Forum: Other Game Design
Topic: Do you agree to remove the fighter type? [POLL!]
Replies: 32
Views: 4527

Re: Do you agree to remove the fighter type? [POLL!]

However, without any randomness on some of the weapon targeting, the effects of flacks, interceptors and bombers become quite deterministic: That's not necessarily a bad thing. i support this the full variability in ships designs (shield/gun/armor/boat) is enough to make the random in battle and th...
by phocas
Thu May 31, 2018 9:12 pm
Forum: Other Game Design
Topic: Do you agree to remove the fighter type? [POLL!]
Replies: 32
Views: 4527

Re: Do you agree to remove the fighter type? [POLL!]

@Oberius i agree about the falcon :? i understand the X factor fun but it could be difficult to implement and explain the simple rock/paper/scissor is maybe easier usually a close fight between rather equal fleets will not be over after the first turn and will go on for some turns side 1 could have ...