Search found 12970 matches

by Geoff the Medio
Wed Jul 21, 2021 8:30 am
Forum: General Discussion
Topic: Sixteen game on the multiplayer slow game server
Replies: 409
Views: 6430

Re: Sixteen game on the multiplayer slow game server

The hard thing is: You can't really react, because influence is always just growing with +1 so I had to set 6 Planets to influence and set 3 back to production after 2 turns. That does not feel like end game... Can / should probably add something to increase influence meter / output growth, similar...
by Geoff the Medio
Tue Jul 20, 2021 5:25 pm
Forum: Other Game Design
Topic: collecting ideas for new fields
Replies: 37
Views: 6187

Re: collecting ideas for new fields

Ophiuchus wrote: Mon Jul 19, 2021 7:16 pm
LienRag wrote: Mon Jul 19, 2021 6:39 pmIs there a way to prevent that ?
Lower the probability of the fields occuring
Or add a limit checking the number of roaming fields in the activation condition of field spawner effects.
by Geoff the Medio
Sun Jul 18, 2021 12:47 pm
Forum: Other Game Design
Topic: Policy and/or tech inspired in "Fortify positions"... in space!
Replies: 5
Views: 86

Re: Policy and/or tech inspired in "Fortify positions"... in space!

I have a few other Military policies in my TODO list that are similar to the recently-added Flanking policy. I don't have the list available right now, but there was something like sacrificing armed ship strength while boosting unarmed ship strength (by protecting the unarmed ships), something to tr...
by Geoff the Medio
Sun Jul 18, 2021 12:42 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 229
Views: 9568

Re: Testing Government and Influence

E.g. right now the only way to incorporate a native species planet into your empire is by conquest. We want to provide means to e.g. convice them to join your empire peacefully. I did just add a few policies that let an empire extract resources (production, influence, maybe research?) from unowned ...
by Geoff the Medio
Sun Jul 18, 2021 12:36 pm
Forum: Other Game Design
Topic: Policies that add likes/dislikes
Replies: 14
Views: 386

Re: Policies that add likes/dislikes

I think liberty and conformance probably do a reasonable enough job here. I say probably because they are actually quite hard to get. They cost a lot and if you try saving up for them, you are likely to grow and as you grow they will cost more. As you grow your colony influence costs also grow fast...
by Geoff the Medio
Sat Jul 17, 2021 9:23 pm
Forum: Other Game Design
Topic: Policies that add likes/dislikes
Replies: 14
Views: 386

Re: Policies that add likes/dislikes

So I had an idea about environmental policy but it could also fit policies such as industrialism. What if instead of the industry malus it adds: dislikes industry centres, industry, gas giant generator, solar generator and black hole generator? This doesn't make much sense to me. Species need to be...
by Geoff the Medio
Sat Jul 17, 2021 9:17 pm
Forum: Other Game Design
Topic: Policies that add likes/dislikes
Replies: 14
Views: 386

Re: Policies that add likes/dislikes

We're reeaally approaching the "design by comittee" problem here... Except that the policies are almost all created and implemented by just me. I assume you mean there are a lot of them with a lot of different ideas represented? That's intentional. Part of the plan for the policies system is a way ...
by Geoff the Medio
Sat Jul 17, 2021 8:42 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 229
Views: 9568

Re: Testing Government and Influence

...is it usual than new releases are unplayable to that extent and become usable by tweaking them time after time ? There hasn't been a gameplay mechanic change of this significance in 8+ years. Fighters is the biggest thing I can think of now, but I don't think that's as big. Nor were reworking su...
by Geoff the Medio
Sat Jul 17, 2021 6:47 am
Forum: Play-Testing Feedback
Topic: Please remove the seeming pointless turn delay.
Replies: 17
Views: 268

Re: Please remove the seeming pointless turn delay.

...changing it will require substantial changes to how colonization buildings work. The colony building could probably be replaced with another game mechanism to create a colony without the one turn for the effect to fire, but that mechanism doesn't presently exist. Isn't it possible to make what i...
by Geoff the Medio
Fri Jul 16, 2021 9:16 pm
Forum: Other Game Design
Topic: Policy and/or tech inspired in "Fortify positions"... in space!
Replies: 5
Views: 86

Re: Policy and/or tech inspired in "Fortify positions"... in space!

I assume "Void" is somewhat like the "Void Which Binds" in the Hyperion novels.
by Geoff the Medio
Fri Jul 16, 2021 9:14 pm
Forum: Play-Testing Feedback
Topic: Please remove the seeming pointless turn delay.
Replies: 17
Views: 268

Re: Please remove the seeming pointless turn delay.

...the game notifying them that they have colonized or terraformed a planet, and nothing has changed. It's only till the turn after that they can build on the planet etc. It's not clear what you're talking about. If a colony ship is in a system and a player clicks the colonize button, then end turn...
by Geoff the Medio
Wed Jul 14, 2021 7:59 pm
Forum: General Discussion
Topic: Sixteen game on the multiplayer slow game server
Replies: 409
Views: 6430

Re: Sixteen game on the multiplayer slow game server

I find most of the policies are quite not sci-fi related (most would work the same for this game as for Age of Empires/Civilization/etc.), and I really miss sci-fi themed stuff... Lots of science fiction plots and settings are allogories for real world social issues, and many current or historical ...
by Geoff the Medio
Wed Jul 14, 2021 5:15 pm
Forum: General Discussion
Topic: Sixteen game on the multiplayer slow game server
Replies: 409
Views: 6430

Re: Sixteen game on the multiplayer slow game server

Artificial Minds was an extra tech after Nascent Artificial Intelligence, and the effects were moved to a policy unlocked by the latter All I can see is Algorithmic Research, unlocked by Algorithmic Elegance, and which indeed replaces the effects of the tech (a bad idea imho, not in the general pri...
by Geoff the Medio
Wed Jul 14, 2021 3:39 pm
Forum: Scripting & Balancing
Topic: Excruciating FOCS doubts
Replies: 109
Views: 4870

Re: Excruciating FOCS doubts

A kind of (probability based) switch statement would be more clear regarding the final probabilities. But nobody implemented one. Maybe you can suggest a syntax effects = ExactlyOneOfThese [ Event probability = 0.33 effects = [ ... ] // extinct Banforo Event probability = 0.33 effects = [ ... ] // ...
by Geoff the Medio
Tue Jul 13, 2021 10:35 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 229
Views: 9568

Re: Testing Government and Influence

I can make Divine Authority have a Conformance prereq instead of Centralization...
DA needs to be moved earlier in the tech (you already forsaw that)
I did? ... I guess I did.