Search found 614 matches

by em3
Tue Jun 09, 2020 11:09 am
Forum: FreeOrion Project
Topic: In-person developers meeting/hackfest
Replies: 19
Views: 509

Re: In-person developers meeting/hackfest

why invest the effort of traveling? That's a question of personal motivation. I would be motivated. Clearly you would not. This is OK :-) I daresay it's a question of priorities rather than motivation. It's hard for me to talk for FreeOrion team, as I only got one PR in master before windows CMake ...
by em3
Tue Jun 09, 2020 10:27 am
Forum: FreeOrion Project
Topic: In-person developers meeting/hackfest
Replies: 19
Views: 509

Re: In-person developers meeting/hackfest

Not to mention the epidemic situation.
by em3
Fri Jun 05, 2020 12:17 pm
Forum: Programming
Topic: Potential replacement of FOCS with Python
Replies: 41
Views: 13381

Re: Potential replacement of FOCS with Python

ThinkSome wrote:
Fri Jun 05, 2020 10:32 am
Python is hard to cross-compile, I'd rather see FOCS replaced with Lua.
Why would you want to cross-compile? The code could be compiled as part of installation process or on the first run.
by em3
Mon May 04, 2020 10:44 am
Forum: Other Game Design
Topic: Remove base hulls and shipyards from game
Replies: 61
Views: 1930

Re: Remove base hulls and shipyards from game

Because, for some reason I don't understand, it's been decided that FreeOrion will not use actual upkeeps . What I mean by upkeep, just in case my English is too bad for this: Colonies should consume a constant amount of resources (modified by certain policies, techs and buildings). They would also...
by em3
Tue Apr 28, 2020 8:35 pm
Forum: Other Game Design
Topic: Remove base hulls and shipyards from game
Replies: 61
Views: 1930

Re: Remove base hulls and shipyards from game

There's another option: some locked ship designs. One for colony pod, one for outpost pod, one for troops. You can build them sans shipyard, but you can't re-design then or create derivative designs with different parts and same hull.
by em3
Tue Apr 28, 2020 11:55 am
Forum: Play-Testing Feedback
Topic: AI Colony base travelling the starlanes
Replies: 51
Views: 1356

Re: AI Colony base travelling the starlanes

Automatic documentation (the one that pops up to the player without s/he having to actively look for it) could be improved: Description of all predefined outpost ships include the reference SHIPDESIGN_OUTPOSTS_CAPACITY, which links to the Pedia article on outposts. This Pedia article says (among ot...
by em3
Wed Feb 26, 2020 11:38 am
Forum: General Discussion
Topic: What is "combat bonus"?
Replies: 4
Views: 855

Re: What is "combat bonus"?

Oberlus wrote:
Thu Feb 20, 2020 2:49 pm
jinlanid wrote:
Thu Feb 20, 2020 2:42 pm
no combat bonus? Only stealth bonus?
No damage bonus, only stealth bonus (also a combat bonus).
To elaborate, high enough stealth is handy in combat, because you might not be targeted during first combat bout each turn (assuming that the enemy's detection is low enough).
by em3
Thu Jan 09, 2020 6:50 pm
Forum: Other Game Design
Topic: New species trait: hull engineers
Replies: 19
Views: 1332

Re: New species trait: hull engineers

Should drydock at a bad engineering species planet fix ships of other species only partially? :wink:
by em3
Tue Jan 07, 2020 10:35 am
Forum: Other Game Design
Topic: New species trait: hull engineers
Replies: 19
Views: 1332

Re: New species trait: hull engineers

Theme wise it works because the engineers need to be On the ship to maintain it, just like the pilots have to be there to operate it. And because they are sharing the same environment, they must be the same species. I mean, it's not like the same people that built a ship will be maintaining it? The...
by em3
Mon Jan 06, 2020 12:18 am
Forum: Other Game Design
Topic: New species trait: hull engineers
Replies: 19
Views: 1332

Re: New species trait: hull engineers

This makes very little sense thematically. Couldn't, in a multi species empire, another species be used to make ships that aren't crap for the good pilots species? Maybe make this about the species recklessness vs cautiousness? Cautious species would use more durable (and more expensive) variations ...
by em3
Fri Jan 03, 2020 11:17 am
Forum: Other Game Design
Topic: Missile/Projectile Weapons
Replies: 66
Views: 2591

Re: Missile/Projectile Weapons

The only solution I can think of is that the missiles that have no valid target (that is, all enemy targets were destroyed and/or incapacitated during first bout) should be recoverable after combat.
by em3
Thu Jan 02, 2020 10:30 pm
Forum: Other Game Design
Topic: Missile/Projectile Weapons
Replies: 66
Views: 2591

Re: Missile/Projectile Weapons

There is one problem with exhausting missiles and current combat system. Enemy empire could harass a fleet using a single scout. The fleet would fire all the missiles allowed by their launch capacity on turn one. This overkill is okay for weapons with non-depleting ammo. But for missiles it would me...
by em3
Sun Nov 17, 2019 5:51 pm
Forum: Other Game Design
Topic: Changing low planet density even lower
Replies: 16
Views: 1655

Re: Changing low planet density even lower

How about changing the settings into:
  • Empty systems: None, Few, Average, Many
  • Planets in system: Few, Average, Varied, Many
This would be more verbose.

Average means, that most systems would have the same number of planets, while Varied means between Few and Many per system.
by em3
Tue Nov 05, 2019 11:11 am
Forum: Scripting & Balancing
Topic: The Starlane Nexus
Replies: 19
Views: 2193

Re: The Starlane Nexus

Definitely looks better.
by em3
Sat Oct 12, 2019 7:32 am
Forum: Play-Testing Feedback
Topic: Weapon update timing (turn processing order)
Replies: 15
Views: 2968

Re: Weapon update timing (turn processing order)

Consider a board game analogy - you don't discard cards down to your hand's size between turns, but at the end of your turn.