Search found 1970 matches
- Sat Jan 21, 2017 8:28 pm
- Forum: Other Game Design
- Topic: Species Bonus for hiding Outposts?
- Replies: 45
- Views: 3357
Re: Species Bonus for hiding Outposts?
I sort of agree, but I wouldn't go for the best species, I'd go for the species at the capital, just because you've managed to find some Furthest, Setinon or Lembala'Lam doesn't mean you can hide all your outposts. Alternatively/as well, there could be a tech specifically for outposts. This. @Vezzr...
- Sat Jan 21, 2017 7:02 pm
- Forum: Other Game Design
- Topic: Stealthy Supply
- Replies: 33
- Views: 5982
Re: Imperial resource supply distribution
Also this post should be in a "hidden supply lines" discussion thread. Could some moderator arrange for this, please? @Vezzra? The subject should be something like "Stealthy supply lines". The relevant posts are: p87094 p87105 p87128 p87146 (this post) Wouldn't help with deep space expansion though....
- Sat Jan 21, 2017 5:10 pm
- Forum: Other Game Design
- Topic: Species Bonus for hiding Outposts?
- Replies: 45
- Views: 3357
Species Bonus for hiding Outposts?
Discussion topic: Would it be ok if outposts get a stealth bonus from species traits? Hi community, when playing hidden species I am often forced to build colonies instead of outposts. This feels totally wrong - a colony should be much more difficult to hide than a outpost, shouldn't it? I can think...
- Fri Jan 20, 2017 10:19 am
- Forum: Play-Testing Feedback
- Topic: Fighters! Feedback needed
- Replies: 60
- Views: 7802
Re: Fighters! Feedback needed
Caveat - I pretty much only play 250+ systems, which means I may run into this problem more than average When you're in a battle with a few hundred fighters on each side, the combat log becomes mostly unreadable with "fighter attacks fighter" taking up most of the space. For me it'd make a lot more...
- Fri Jan 20, 2017 10:12 am
- Forum: General Discussion
- Topic: Navigating Github?
- Replies: 5
- Views: 871
Re: Navigating Github?
Hm. I find github ok. But what exactly are you looking for?
- Fri Jan 20, 2017 10:08 am
- Forum: Other Game Design
- Topic: Imperial resource supply distribution (Imperial stockpile)
- Replies: 43
- Views: 4922
Re: Help needed with scripting supply ships
@vezzra About imperial stockpile comparing to the stargates Restricting distribution of PP to supply connected systems is a key mechanic, and requiring the player to establish supply connection to outposts/colonies to be able to do any reasonable building there is specifically intended and wanted th...
- Wed Jan 18, 2017 10:08 pm
- Forum: Other Game Design
- Topic: Imperial resource supply distribution (Imperial stockpile)
- Replies: 43
- Views: 4922
Re: Imperial resource supply distribution
Ok, some ideas for techs/buildings etc.. Species: 0 PP/empire extraction - BAD_FRONTIER_SKILLS 1 PP/empire extraction - AVERAGE_FRONTIER_SKILLS 5 PP/empire extraction - GOOD_FRONTIER_SKILLS 10 PP/empire extraction - EXCELLENT_FRONTIER_SKILLS Technologies += 0.2 yield (START) Predictive Stockpiling +...
- Tue Jan 17, 2017 12:25 pm
- Forum: Scripting & Balancing
- Topic: Help needed with scripting supply ships
- Replies: 41
- Views: 5830
Re: Help needed with scripting supply ships
Also note that discussion about the supply ship concept should be in the following thread
http://www.freeorion.org/forum/viewtopi ... =6&t=10308
http://www.freeorion.org/forum/viewtopi ... =6&t=10308
- Tue Jan 17, 2017 10:53 am
- Forum: Other Game Design
- Topic: Stealthy Supply
- Replies: 33
- Views: 5982
Re: Imperial resource supply distribution
I like the idea of stealthy supply for a stealthy empire. I initially thought of it as smuggling through and/or theft from existing supply networks, and that it should be implemented as passive projects enabled by influence. Obviously, those implementations are well in the future. The two methods o...
- Wed Jan 11, 2017 11:53 am
- Forum: Other Game Design
- Topic: Imperial resource supply distribution (Imperial stockpile)
- Replies: 43
- Views: 4922
Re: Help needed with scripting supply ships
@Vezzra regarding cutting the thread - If it helps - could you please split the thread at http://www.freeorion.org/forum/viewtopic.php?f=15&t=10152&start=30#p86484 and set subject like "Imperial supply distribution discussion"? The supply ships were finished at that time and the more general approac...
- Wed Jan 11, 2017 9:12 am
- Forum: Other Game Design
- Topic: Give passive fast ships a chance to escape
- Replies: 5
- Views: 919
Give passive fast ships a chance to escape
One idea to use combat speed in the current system: When shooting at passive ship (one not set to attack/interfere), roll a dice depending on ship combat speeds. If the hunted ship is faster than yours, there is a chance that you will miss. For example chance_to_hit == ( attacker_combat_speed / flee...
- Tue Jan 10, 2017 9:47 pm
- Forum: Other Game Design
- Topic: Ideas to Improve Organic Ships
- Replies: 12
- Views: 2209
Re: Ideas to Improve Organic Ships
Maybe baby organic ships could be stopped from fighting/invading planets etc(?) and get a stealth bonus until it matures more? In exchange for that build times for incubator(..) and the ships themselves could be lowered. Or always have organic ships loose stealth when they are getting "bigger" (i.e...
- Tue Jan 10, 2017 6:50 pm
- Forum: Other Game Design
- Topic: Ideas to Improve Organic Ships
- Replies: 12
- Views: 2209
Re: Ideas to Improve Organic Ships
Maybe baby organic ships could be stopped from fighting/invading planets etc(?) and get a stealth bonus until it matures more?
In exchange for that build times for incubator(..) and the ships themselves could be lowered.
In exchange for that build times for incubator(..) and the ships themselves could be lowered.
- Tue Jan 10, 2017 10:14 am
- Forum: Other Game Design
- Topic: Imperial resource supply distribution (Imperial stockpile)
- Replies: 43
- Views: 4922
Re: Help needed with scripting supply ships
What is missing mostly now is caps, UI and scriptability. The minimum I would need in scriptability I think: * an action to transfer all overproduction PP to the stockpile and attach a limit and multiplier So one could guard this with technology, buildings and locations etc... But maybe this is to ...
- Mon Jan 09, 2017 9:05 pm
- Forum: Other Game Design
- Topic: Imperial resource supply distribution (Imperial stockpile)
- Replies: 43
- Views: 4922
Re: Help needed with scripting supply ships
Wow that was a lot of comments in a short time. Two things. First I'll reiterate my reason to invent the idea: I wanted to enable a certain playing style based mostly on deep-space exploration (sneak inbetween enemies, try to grab rather "better" than "more" planets) which is ATM doable but doesnt m...