Search found 74 matches
- Sun Jul 16, 2017 11:25 pm
- Forum: Play-Testing Feedback
- Topic: Do you restart games to get a nice home system?
- Replies: 11
- Views: 2532
Re: Do you restart games to get a nice home system?
I usually prefer to have at least one other planet of decent quality within 6 jumps from my homeworld. The one thing I have been running across A LOT lately is a huge empty zone of empty jump points. The worst start I had was a string of 7 empty systems. Took awhile before I could even explore beyon...
- Mon Sep 28, 2015 4:42 am
- Forum: Strategy Games
- Topic: List of all space 4X games
- Replies: 111
- Views: 129957
Re: List of all space 4X games
Overlord. Was on PC and one of the Nintendo systems.
- Thu Sep 24, 2015 2:01 am
- Forum: Strategy Games
- Topic: Lord of Rigel: Oldschool 4x Space Strategy
- Replies: 104
- Views: 60694
Re: Lord of Rigel: Oldschool 4x Space Strategy
Well, the game as released was horrible but from a developers standpoint.. after reading over everything released by te developer, playing the early alpha, and playing the game users the community patches/mods I prefer it over many other 4X games I have played. With the exception of Stars! THAT is s...
- Wed Sep 23, 2015 6:25 am
- Forum: Strategy Games
- Topic: Lord of Rigel: Oldschool 4x Space Strategy
- Replies: 104
- Views: 60694
Re: Lord of Rigel: Oldschool 4x Space Strategy
If you want more on diplomacy then read up on what was "planned" for Master of Orion 3. While buggy as hell and nearly unplayable out of the box it *DID* have a lot of untried ideas that might have made it one of the top 4X games. Don't know how much info is still out there but good luck.
- Mon Sep 21, 2015 11:35 pm
- Forum: Other Game Design
- Topic: free orion tactical space combat
- Replies: 30
- Views: 31603
Re: free orion tactical space combat
Are those images just drawn up or from a FO fork? Would love to take that one for a spin
- Fri Sep 18, 2015 9:10 am
- Forum: Play-Testing Feedback
- Topic: Tooooo many monsters! 0.4.5 September 1st release
- Replies: 0
- Views: 4938
Tooooo many monsters! 0.4.5 September 1st release
I am back and playing again (glad to see the memory leak fixed from 0.4.2/3?). I must say I don't remember there being so many monsters in the previous release I played. I normally play low monsters and medium natives/specials and it seems every system that contains either has a monster sometimes up...
- Fri Sep 18, 2015 2:38 am
- Forum: Scripting & Balancing
- Topic: Species trait: Meter bonus/malus
- Replies: 16
- Views: 3969
Re: Species trait: Meter bonus/malus
I changed up the code to the following and so far (turn 5 in a new test game) everything is working correctly. EffectsGroup scope = And [ PopulationCenter Source Population high = RootCandidate.TargetPopulation - 1.2 ] activation = Planet effects = SetPopulation value = Value + .2 Turn 3 This Turn -...
- Thu Sep 17, 2015 2:24 am
- Forum: Scripting & Balancing
- Topic: Species trait: Meter bonus/malus
- Replies: 16
- Views: 3969
Re: Species trait: Meter bonus/malus
Ok, so I watched one world between turns. The population jumped by 13 points! As found from the pop mouseover. This Turn 26.7 Predicted Next Turn 27.3 Change .61 Target 28.0 I ran the calculations you showed me and got .61 w/o my changes. With my changes (if I followed your second calculation correc...
- Wed Sep 16, 2015 6:36 pm
- Forum: Scripting & Balancing
- Topic: Species trait: Meter bonus/malus
- Replies: 16
- Views: 3969
Re: Species trait: Meter bonus/malus
The reported .20 increase was what the meter was showing as the change between the current and next turn growth rate. I will get some better numbers when I started playing again in a few. Have to get the kids off the bus shortly.
- Wed Sep 16, 2015 8:39 am
- Forum: Scripting & Balancing
- Topic: Species trait: Meter bonus/malus
- Replies: 16
- Views: 3969
Re: Species trait: Meter bonus/malus
Goofed the first time by using EffectsGroup scope = And [ ProductionCenter OwnedBy empire = Source.Owner Population high = RootCandidate.TargetPopulation + 1.2 ] effects = SetPopulation value = Value + .2 instead of EffectsGroup scope = And [ ProductionCenter OwnedBy empire = Source.Owner Population...
- Wed Sep 16, 2015 3:58 am
- Forum: Scripting & Balancing
- Topic: Species trait: Meter bonus/malus
- Replies: 16
- Views: 3969
Re: Species trait: Meter bonus/malus
perhaps add a check in the bombing effect for a pop growth trait and add an effect to cancel out the trait value? Is it even possible in the current scripting code?
- Wed Sep 16, 2015 2:14 am
- Forum: Scripting & Balancing
- Topic: Species trait: Meter bonus/malus
- Replies: 16
- Views: 3969
Re: Species trait: Meter bonus/malus
So suggestions on how to work RootCandidate?
- Wed Sep 16, 2015 12:32 am
- Forum: Scripting & Balancing
- Topic: Species trait: Meter bonus/malus
- Replies: 16
- Views: 3969
Re: Species trait: Meter bonus/malus
So I think I found the correct names for growth. Does this look about right on how to handle a high birthrate? EffectsGroup scope = And [ ProductionCenter OwnedBy empire = Source.Owner Population high = RootCandidate.TargetPopulation + 1.2 ] effects = SetPopulation value = Value + .2 Note: This shou...
- Tue Sep 15, 2015 4:17 am
- Forum: Scripting & Balancing
- Topic: Species trait: Meter bonus/malus
- Replies: 16
- Views: 3969
Re: Species trait: Meter bonus/malus
Yes, that was what I was thinking. At a full value (1, 2, etc) as used by Force-Energy Structures it would be very unbalanced. My thoughts were at much much smaller values such as .1 to a maximum of .5 depending on the species. To keep the trait useful but fairly balanced I would think .1 - .3 might...
- Tue Sep 15, 2015 1:41 am
- Forum: Scripting & Balancing
- Topic: Species trait: Meter bonus/malus
- Replies: 16
- Views: 3969
Species trait: Meter bonus/malus
Much like the construction tech this could influence the growth rate of a colony and add an extra dimension to certain (current or future) species. For just research and industry is it possible to add this to a species to test it out? I looked over the tech entries but didn't really understand how i...