Search found 212 matches

by Kassiopeija
Tue Oct 20, 2015 10:12 pm
Forum: Play-Testing Feedback
Topic: Some feedback for 0.45 after 3 games
Replies: 20
Views: 3595

Re: Some feedback for 0.45 after 3 games

The problem with this is twofold, 1) if buidling a colony ship reduced population by the same amount, the planet losing the population would likely be a high population planet (ie: your homeworld), and they can recover population incredibly quickly, basically with the current maths you would barely...
by Kassiopeija
Tue Oct 20, 2015 9:57 pm
Forum: Play-Testing Feedback
Topic: Some feedback for 0.45 after 3 games
Replies: 20
Views: 3595

Re: Some feedback for 0.45 after 3 games

In Civ, you have to divide your non-military production between expanding and improving what you already have. There's no such thing in freeorion, aside from occasional 1 off buildings you unlock when you first get a new tech. Maybe if a planet had to go to 'colonization' focus to colonize another ...
by Kassiopeija
Mon Oct 19, 2015 8:33 pm
Forum: Play-Testing Feedback
Topic: Some feedback for 0.45 after 3 games
Replies: 20
Views: 3595

Re: Some feedback for 0.45 after 3 games

I agree on some points you raise. First off, it's always bad esp. for a strategy game, if something is created out of nothing. A colony ship can create 3 population in one turn whereas a lowpop planet that starts with 1 pop needs the hell of a lot of turns to reach that.... So once a planet is colon...
by Kassiopeija
Fri Oct 02, 2015 4:57 am
Forum: Play-Testing Feedback
Topic: Interstellar Lighthouse bug
Replies: 2
Views: 824

Interstellar Lighthouse bug

I don't know if this bug is already known so I keep it short. If a ship is under the influence of a lighthouse it'll gain +20 speed. If you now let that ship destinate somewhere else (where no lighthouses are) then the waypoints indicating the number turns to reach this destination do still all refl...
by Kassiopeija
Fri Oct 02, 2015 4:43 am
Forum: Other Game Design
Topic: Experience
Replies: 30
Views: 3674

Re: Experience

Instead of experience (which is probably related to getting bonuses) you might wanna consider some sort of penalty to ships structure from being in battle too long. Something like - if a ships structure is hit then the maxHP of this ship is reduced by 10%, counting only one time for each battle. I s...
by Kassiopeija
Sun Sep 27, 2015 11:24 am
Forum: Play-Testing Feedback
Topic: [0.4.5] Gateway to the Void self-aggressive
Replies: 19
Views: 2930

Re: [0.4.5] Gateway to the Void self-aggressive

Now that I think over it, back in 0.4.4 I came over some scripts from buildings that had a requirement of "having non-trivial population", which ment, at least, 1.0 population. Perhaps this was done to not enable said building on outposts but only on colonies. I remember one game a few wee...
by Kassiopeija
Sun Sep 27, 2015 7:37 am
Forum: Play-Testing Feedback
Topic: [0.4.5] Gateway to the Void self-aggressive
Replies: 19
Views: 2930

Re: [0.4.5] Gateway to the Void self-aggressive

AFAIK the scripting of that building is very old and hasn't been corrected to take into account changed game mechanics ever since. Originally outposts were actually colonies with an extremely low population (0.1 or something like that). So, to reduce a colony to outpost status yo had to set pop to ...
by Kassiopeija
Fri Jul 17, 2015 1:55 pm
Forum: Play-Testing Feedback
Topic: AI - Honeycomb special
Replies: 14
Views: 1370

Re: AI - Honeycomb special

Image31.jpg Final post, as the AI will invade my HW rendering the testgame invalid From turn 193 to turn 223 the AI constantly shifted focus from res--> prod & back on Ras Gamma III. After turn 223 he stayed at research again. So he traded away 30 research to gain 15 production (!!!) when he si...
by Kassiopeija
Fri Jul 17, 2015 1:18 pm
Forum: Play-Testing Feedback
Topic: AI - Honeycomb special
Replies: 14
Views: 1370

Re: AI - Honeycomb special

30.jpg Turn 189. He finally conquered that Mu Ursh planet using 5 protoplasmic invaders. He's ignoring that growth special although using it would benefit him much greater in my opinion, because - his HW is currently set to prod and all meters are maxed. With growth special pop will rise by +4 whic...
by Kassiopeija
Fri Jul 17, 2015 12:02 pm
Forum: Play-Testing Feedback
Topic: AI - Honeycomb special
Replies: 14
Views: 1370

Re: AI - Honeycomb special

Image16.jpg The attacker obliterated the troopsships. Why didn't he withdraw them to save space? He only would have had to repeat his latest assessment to create distance between nearing attack ships.... But there is some sort of weakness in the code which makes him unable to react to threats if th...
by Kassiopeija
Fri Jul 17, 2015 11:58 am
Forum: Play-Testing Feedback
Topic: AI - Honeycomb special
Replies: 14
Views: 1370

Re: AI - Honeycomb special

Image12.jpg Turn 152. Scouts found an alien outpost to the left so he immediately sends troops after it. So he actually can make plans to invade, just not Natives. He's sending 24 troops versus 6, it might be debateably if this isn't overkill, esp. against only an outpost. What however is suboptima...
by Kassiopeija
Fri Jul 17, 2015 10:19 am
Forum: Play-Testing Feedback
Topic: AI - Honeycomb special
Replies: 14
Views: 1370

Re: AI - Honeycomb special

Image8.jpg 10 turns later. Both outpost & new colony has been established. He wants to build a basic shipyard there, but that system is outside of supply (and will stay outside) so his buildtime is infinite. There could have been 2 solutions to this: (a) Make an outpost at that small world at R...
by Kassiopeija
Fri Jul 17, 2015 9:38 am
Forum: Play-Testing Feedback
Topic: AI - Honeycomb special
Replies: 14
Views: 1370

Re: AI - Honeycomb special

Image4.jpg Turn 84. The outposter is still sitting useless at his homeplanet although there are, at least, 4 suitable candidates for an outpost within reach. He built another military ship, which still uses all basic armour and weapons. There are - or were - absolutely no enemy ships or scouts arou...
by Kassiopeija
Fri Jul 17, 2015 8:40 am
Forum: Play-Testing Feedback
Topic: AI - Honeycomb special
Replies: 14
Views: 1370

Re: AI - Honeycomb special

Image1.jpg This is the first screenie. I'm observing a Gysache AI, which is probably the strongest faction in early research, and also is a good colonizer. His starting system consists of only 1 planet, which is focused to research. There he parks alot of scouts most of them are inactive since fore...
by Kassiopeija
Fri Jul 17, 2015 7:42 am
Forum: Play-Testing Feedback
Topic: AI - Honeycomb special
Replies: 14
Views: 1370

Re: AI - Honeycomb special

AI's will only flip like that when they are at or very near their industry max and they are valuing the research enough to make it worth it. In some cases it is absolutely worth it for a player to swap 3 Industry for 1 research. (*See below re Egassem.) They won't do it if they have Force Energy St...