Search found 151 matches

by OllyG
Tue Aug 11, 2015 2:23 am
Forum: Other Game Design
Topic: More-Flexible Tech Prerequisites
Replies: 47
Views: 19156

Re: More-Flexible Tech Prerequisites

...uncertainty about how to automatically choose among alternative prereqs when someone queues a currently-locked prereq... Just make it choose the cheapest route. If a player selects an advanced tech they are probably unconcerned with which prereqs they get, just with getting their choice in the l...
by OllyG
Sun Aug 02, 2015 2:23 pm
Forum: Scripting & Balancing
Topic: New Core Slot Ship Part: Spinal Antimatter Cannon
Replies: 13
Views: 2383

Re: New Core Slot Ship Part: Spinal Antimatter Cannon

I think it would be nice if Death Ray was the most powerful weapon.
We could rename old Death Rays as Antimatter Cannons and make Death Ray a core slot weapon with 100 damage.
Death Ray shouldn't be a standard weapon, it sounds too dangerous.
by OllyG
Sat Aug 01, 2015 11:45 pm
Forum: Play-Testing Feedback
Topic: Pre-built ships disable?
Replies: 15
Views: 1189

Re: Pre-built ships disable?

What about an option to disable the pre-built ships? Perhaps keep the initial starting ones and just disabled all the later designs the game clutters up the production and design screens with. The pre-designed ships are mostly there to help new players. As a default they could be disabled at higher...
by OllyG
Sat Aug 01, 2015 11:36 pm
Forum: Scripting & Balancing
Topic: metabolism-centric growth techs
Replies: 4
Views: 1486

Re: metabolism-centric growth techs

Ooh, maybe instead of a population boost, Lithovores could get an asteroid habitability tech? They eat rocks afterall. It would be good if a playable species could live on asteroids. Also, it seems the different metabolisms could have more of an effect. Giving each metabolism the same thing from di...
by OllyG
Fri Jul 31, 2015 2:25 pm
Forum: Scripting & Balancing
Topic: Balance concern: Nebulas and Phototrophes
Replies: 23
Views: 2811

Re: Balance concern: Nebulas and Phototrophes

Or, give stars a small chance to progress to dimmer star types each turn, so existing stars age, and nebulas collapse to form new stars... Stars slowly get brighter as they age. They don't get dimmer! Bright stars are bigger and last for much less time than dimmer, smaller stars. Bright stars explo...
by OllyG
Sun Mar 23, 2014 2:31 pm
Forum: Scripting & Balancing
Topic: Phototropic species home star
Replies: 2
Views: 1263

Phototropic species home star

On a side note - why don't phototropic species start at a bright star? That would be akin to Organic species starting with the Fruit special on their homeworld. When organic or robotic species get growth specials they can be used to increase population on all supply connected worlds (with organic o...
by OllyG
Sun Mar 23, 2014 2:11 pm
Forum: Scripting & Balancing
Topic: Supply
Replies: 83
Views: 7447

Re: Supply

... If supply is too easy to get, such that you don't even bother using the focus dedicated to giving more of it, then what's the point of having such a focus option? I suppose there are galaxy settings where it becomes more important, but why not require a few planets to be dedicated to supply pro...
by OllyG
Sun Mar 23, 2014 1:34 pm
Forum: Play-Testing Feedback
Topic: [6931] Psychic Domination
Replies: 30
Views: 2221

Re: Psychic Domination

In general I like psychic domination. But having more things affecting the chance of control would be better. I also don't like the way it can be completely negated. Better to make psychic species resistant, not immune. Also making psychic species more likely to gain control of enemy ships woukd als...
by OllyG
Sat Mar 22, 2014 8:34 am
Forum: Scripting & Balancing
Topic: Species specific ship line requirements
Replies: 6
Views: 1413

Re: Species specific ship line requirements

... you'd have to reconsider building requirements for, say, energy ships if they're also to be limited by pilots, if your race has a main advantage by being able to build fractal hulls, then you need to either start in a blue star system or be able to build them anywhere, etc. Instead of the star ...
by OllyG
Sat Mar 22, 2014 8:22 am
Forum: Scripting & Balancing
Topic: Supply
Replies: 83
Views: 7447

Re: Supply

Colonies and outposts with 0 supply should refuel ships in the same system and should be supply connected with other colonies and outposts in the same system. Regardless of how it used to be. It would be good to be able to build a supply station in an empty system. Or have a ship part that adds supp...
by OllyG
Sat Mar 22, 2014 7:53 am
Forum: Scripting & Balancing
Topic: Species specific ship line requirements
Replies: 6
Views: 1413

Re: Species specific ship line requirements

How about Robotic species and Robotic hulls? I've been thinking that research should give species abilities to an empire. There is a technology called 'Telepathy'. This should allow any species from the empire to pilot organic vessels. 'Cybernetics' should allow use of the robotic interface shields ...
by OllyG
Wed Mar 19, 2014 7:00 am
Forum: Scripting & Balancing
Topic: Supply
Replies: 83
Views: 7447

Re: Supply

FWIW, I dislike the gas giants -3 idea, I've always viewed outposts put there as simply being on a moon or in orbit, both of which are so established as tropes within SF that I'm guessing a lot of other players will to, and it does reduce the ability to extend supply via outpost significantly, ther...
by OllyG
Sat Mar 15, 2014 1:07 pm
Forum: Other Game Design
Topic: Premade Ship Designs
Replies: 6
Views: 1290

Re: Premade Ship Designs

I have put the designs I mentioned at the beginning into premade_ship_designs.txt and updated en.txt. But I don't know how to make a patch!

I've tried it out and there are no error messages (any more) and it's released under GPL 2.0 and CC-BY-SA 3.0.
by OllyG
Sat Mar 15, 2014 9:11 am
Forum: Scripting & Balancing
Topic: Supply
Replies: 83
Views: 7447

Re: Supply

Why not give any species that can't build ships 'No Supply' and those who can't colonise 'Bad Supply'?
by OllyG
Fri Mar 14, 2014 7:46 am
Forum: Other Game Design
Topic: Premade Ship Designs
Replies: 6
Views: 1290

Premade Ship Designs

Every time I start a new game I design ships in the first turn - the same ships in every game. The premade designs don't seem so good to me. I want to see if everyone else is doing the same as me. I take the Mark I (Basic Medium Hull, Mass Driver 1, Mass Driver 1) and change it to Small Mark I (Basi...