Search found 1937 matches
- Mon Apr 15, 2024 6:32 am
- Forum: Play-Testing Feedback
- Topic: Annexation feedback
- Replies: 40
- Views: 4771
Re: Annexation feedback
It was turn 189 that I clicked invade and BA clicked annex.
- Sun Apr 14, 2024 10:45 am
- Forum: Play-Testing Feedback
- Topic: Annexation feedback
- Replies: 40
- Views: 4771
Re: Annexation feedback
I'm also pondering making gifting cost IP, perhaps (partly) dependent on the costs for annexing a planet by the empires involved. I find that much reasonable. Helps against micromanagement around planets and fleets, and makes sense fluff-wise (your population can't be happy if you gift away their b...
- Fri Apr 12, 2024 1:38 pm
- Forum: Other Game Design
- Topic: No more OP death stacks
- Replies: 55
- Views: 1141
- Wed Apr 10, 2024 10:11 am
- Forum: Play-Testing Feedback
- Topic: Centralisation Policy Mechanics Review
- Replies: 25
- Views: 1055
Re: Centralisation Policy Mechanics Review
I don't find the double use of stability awkward, where as technically "at" still retains the same double meaning. Also why am I writing for the "attentive reader". I'd rather it be clear to the "inattentive reader" particularly as over half the player base seems to not...
- Wed Apr 10, 2024 8:52 am
- Forum: Scripting & Balancing
- Topic: Industrial Centres and Stability
- Replies: 5
- Views: 478
Re: Industrial Centres and Stability
I would do this for most effects gated by stability. Minimum stability for the effect to kick in should be 0 or 5 by default (or the baseline stability value). I would use higher minimum values only for policies with effects not compatible with the scaling or policies strong enough and with a fluff...
- Wed Apr 10, 2024 4:55 am
- Forum: Play-Testing Feedback
- Topic: Centralisation Policy Mechanics Review
- Replies: 25
- Views: 1055
Re: Centralisation Policy Mechanics Review
It doesn't activate below 10 stability, so it's never a negative multiplier. The description and scripting is a copy of liberty. I also noticed it could be read that way, so if I rewrite it I'll probably have to consider whether liberty's pedia entry is misleading too.
- Tue Apr 09, 2024 7:41 am
- Forum: General Discussion
- Topic: Setting game options in MP?
- Replies: 1
- Views: 59
Setting game options in MP?
In single player there are tabs at the bottom. I don't seem to get those tabs when I create a local host multi-player.
- Mon Apr 08, 2024 8:02 pm
- Forum: Play-Testing Feedback
- Topic: Centralisation Policy Mechanics Review
- Replies: 25
- Views: 1055
Re: Centralisation Policy Mechanics Review
I've been testing this a bit, and I like the resulting effect, however it does play havoc with the pedia.
Draft version:
https://github.com/freeorion/freeorion/pull/4918
Draft version:
https://github.com/freeorion/freeorion/pull/4918
- Mon Apr 08, 2024 7:19 am
- Forum: Play-Testing Feedback
- Topic: Thoughts on Flanking & Charge
- Replies: 13
- Views: 1094
Re: Thoughts on Flanking & Charge
Looked around in the design windows to make some comparisons with +1/10uu above 100uu speed. An energy frigate with 2 mass drivers and 1st speed part is approximately the cost of a robotic with 2 lasers. Mass driver 4 w/bonus = 10, laser 4 = 12. Robotic has slightly more structure. With 2 lasers the...
- Mon Apr 08, 2024 6:26 am
- Forum: Other Game Design
- Topic: No more OP death stacks
- Replies: 55
- Views: 1141
Re: No more OP death stacks
The main downside of this is that it gives an incentive to separate all your ships in times of peace and to amass them if going for battle. Charge the cost to a "command vessel", that way the asset has to exist in advance. I don't understand how you want this to work. What about ships in ...
- Mon Apr 08, 2024 6:03 am
- Forum: Scripting & Balancing
- Topic: Buff Construction Research Realm
- Replies: 17
- Views: 345
Re: Buff Construction Research Realm
The problem with making it requires a Space Elevator in-system is that Elevators are not particularly fit at the positions where you want your Geo-Integration Shipyard, so even if it certainly works with the fluff, it's a bit of a building spam, which we usually want to discourage. People don't spa...
- Sun Apr 07, 2024 1:26 pm
- Forum: Play-Testing Feedback
- Topic: Design Simplicity
- Replies: 24
- Views: 415
Re: Design Simplicity
With a cost discount for 2 parts: - Good for cheaper chaff (armor and maybe fuel), scouts, troops, colony/outpost ships, and gun-only warships. - Useless for carriers and gunships with any extra (shields, fuel, speed or stealth), although long range operation can be backed up with outposts. With a ...
- Sun Apr 07, 2024 1:02 pm
- Forum: Scripting & Balancing
- Topic: Buff Construction Research Realm
- Replies: 17
- Views: 345
Re: Buff Construction Research Realm
Yeah I don't know. -25% orbital cost for in-system space elevator, essentially equates to no real change on contra-grav shipyard and a free space elevator. Maybe I'm leaning towards something like this as a small buff to contra-gravs, space elevators and architectural monofilaments? With 20% discou...
- Sun Apr 07, 2024 12:23 pm
- Forum: Play-Testing Feedback
- Topic: Design Simplicity
- Replies: 24
- Views: 415
Re: Design Simplicity
another idea: how about allowing only two different types of ship part? That'd exclude carriers, which have a hanger, a launcher and armour Edit: if 3 different ship parts, It'll also include a capital ship, but not a capital ship with both a shield and a speed part. Thinking about it maybe 3 uniqu...
- Sun Apr 07, 2024 11:28 am
- Forum: Play-Testing Feedback
- Topic: Design Simplicity
- Replies: 24
- Views: 415
Re: Design Simplicity
That'd exclude carriers, which have a hanger, a launcher and armour
Edit: if 3 different ship parts, It'll also include a capital ship, but not a capital ship with both a shield and a speed part.