Search found 1937 matches

by wobbly
Mon Apr 15, 2024 6:32 am
Forum: Play-Testing Feedback
Topic: Annexation feedback
Replies: 40
Views: 4717

Re: Annexation feedback

It was turn 189 that I clicked invade and BA clicked annex.
by wobbly
Sun Apr 14, 2024 10:45 am
Forum: Play-Testing Feedback
Topic: Annexation feedback
Replies: 40
Views: 4717

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...
by wobbly
Fri Apr 12, 2024 1:38 pm
Forum: Other Game Design
Topic: No more OP death stacks
Replies: 53
Views: 977

Re: No more OP death stacks

LienRag wrote: Fri Apr 12, 2024 12:33 pm It would of course make it a weapon of choice even more than now
Is this a statistically provable fact, or just some sort of carte blanche statement held up by nothing?
by wobbly
Wed Apr 10, 2024 10:11 am
Forum: Play-Testing Feedback
Topic: Centralisation Policy Mechanics Review
Replies: 25
Views: 1046

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...
by wobbly
Wed Apr 10, 2024 8:52 am
Forum: Scripting & Balancing
Topic: Industrial Centres and Stability
Replies: 5
Views: 469

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...
by wobbly
Wed Apr 10, 2024 4:55 am
Forum: Play-Testing Feedback
Topic: Centralisation Policy Mechanics Review
Replies: 25
Views: 1046

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.
by wobbly
Tue Apr 09, 2024 7:41 am
Forum: General Discussion
Topic: Setting game options in MP?
Replies: 1
Views: 49

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.
by wobbly
Mon Apr 08, 2024 8:02 pm
Forum: Play-Testing Feedback
Topic: Centralisation Policy Mechanics Review
Replies: 25
Views: 1046

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.
centralizationpedia.png
centralizationpedia.png (40.91 KiB) Viewed 100 times
Draft version:
https://github.com/freeorion/freeorion/pull/4918
by wobbly
Mon Apr 08, 2024 7:19 am
Forum: Play-Testing Feedback
Topic: Thoughts on Flanking & Charge
Replies: 13
Views: 1090

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...
by wobbly
Mon Apr 08, 2024 6:26 am
Forum: Other Game Design
Topic: No more OP death stacks
Replies: 53
Views: 977

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 ...
by wobbly
Mon Apr 08, 2024 6:03 am
Forum: Scripting & Balancing
Topic: Buff Construction Research Realm
Replies: 17
Views: 333

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...
by wobbly
Sun Apr 07, 2024 1:26 pm
Forum: Play-Testing Feedback
Topic: Design Simplicity
Replies: 24
Views: 406

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 ...
by wobbly
Sun Apr 07, 2024 1:02 pm
Forum: Scripting & Balancing
Topic: Buff Construction Research Realm
Replies: 17
Views: 333

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...
by wobbly
Sun Apr 07, 2024 12:23 pm
Forum: Play-Testing Feedback
Topic: Design Simplicity
Replies: 24
Views: 406

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...
by wobbly
Sun Apr 07, 2024 11:28 am
Forum: Play-Testing Feedback
Topic: Design Simplicity
Replies: 24
Views: 406

Re: Design Simplicity

Ophiuchus wrote: Sun Apr 07, 2024 10:40 am 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.