Search found 124 matches
- Thu Jan 30, 2014 7:33 pm
- Forum: Scripting & Balancing
- Topic: Making Enough Star Names for Very Large Galaxies
- Replies: 94
- Views: 13402
Re: Scripted Universe Generation!
Dislike, nice for people that can read/remember them, but for those that can't (I was taught them but they never, ever, sank in) they'll just be confusing symbols. Since the alpha/beta/gamma titles are being added programmatically, why not just have a small int in addition to the system name. 0 for...
- Thu Jan 30, 2014 7:15 am
- Forum: Scripting & Balancing
- Topic: Making Enough Star Names for Very Large Galaxies
- Replies: 94
- Views: 13402
Re: Scripted Universe Generation!
I have no complaints about starting empty space at the end and/or showing it as X deep space. I had typed up psuedocode to name the star systems first, then after they were all named in groups assign the empty space to the nearest systems... but it was complicated and sloppy... I figured you guys wo...
- Wed Jan 29, 2014 8:57 pm
- Forum: Support
- Topic: Supply Line Problems v0.4.3
- Replies: 9
- Views: 1854
Re: Supply Line Problems v0.4.3
I just also want to mention, because all your production is single items (1x), that this game has a bit of an unusual production mechanism where certain things always take at LEAST X turns to be produced no matter how many resources you throw at them. (This is true for both research and production q...
- Wed Jan 29, 2014 8:38 pm
- Forum: Other Game Design
- Topic: Dynamic resp rotating Galaxies
- Replies: 20
- Views: 4518
Re: Dynamic resp rotating Galaxies
did edit reply about 12h today Please remember, fewer words translate easier. wonder about that two sections spinning counter-wise As Adrian said, only RELATIVE motion can add real gameplay value, otherwise could play the same by turning your monitor a bit more each turn. I think most expected moti...
- Wed Jan 29, 2014 7:31 pm
- Forum: Scripting & Balancing
- Topic: Making Enough Star Names for Very Large Galaxies
- Replies: 94
- Views: 13402
Re: Scripted Universe Generation!
I love the direction things are heading. I have two short arguments against automated, delayed star naming/renaming 1 - Gamism - We would then need lists of names for each empire, and would incentivize people to try and remember what names go to which empires... eh, hassle on all sides not worth it....
- Tue Jan 28, 2014 5:34 pm
- Forum: Scripting & Balancing
- Topic: Making Enough Star Names for Very Large Galaxies
- Replies: 94
- Views: 13402
Re: Scripted Universe Generation!
Autogenerated names look OK, but to me they also all look the same. I don't look at them and see a name, I see "random stuff" and "more random stuff". I would actually be a big fan of using Alpha, Beta, Gamma even in smaller galaxies, as long as you used them on stars close to ea...
- Mon Jan 27, 2014 6:35 pm
- Forum: Other Game Design
- Topic: Dynamic resp rotating Galaxies
- Replies: 20
- Views: 4518
Re: Dynamic resp rotating Galaxies
I can't follow your math, but I am now sold on the concept of a slowly rotating galaxy being a definitely cool option to add strategic interest. If the stars in the inner half of the galaxy rotate counter-clockwise, and those on the outer half rotate clockwise (with angular speed scaling linearly wi...
- Mon Jan 27, 2014 3:32 pm
- Forum: Other Game Design
- Topic: Shield attrition
- Replies: 2
- Views: 1052
Re: Shield attrition
I think that is better than the current setup, but the numbers might need some fine tuning. I hear FO used to use a purely ablative shields (like temporary structure). Another possibility is to go MOOII style, where shield I provides 1 point of damage reduction (significant, but not overpowering con...
- Fri Jan 24, 2014 2:11 pm
- Forum: Scripting & Balancing
- Topic: Advanced Ground Troop Pod
- Replies: 59
- Views: 11315
Re: Advanced Ground Troop Pod
What about increasing the cost of troop pods a bit as your next step? As I recall they were cheaper than armor, making them good ships to spam along with your battle fleet for cheap damage soaking. If the troop pods cost 4x as much I think you would get many of the benefits of mutliplying planet tro...
- Thu Jan 23, 2014 4:26 pm
- Forum: Top Priority Game Design
- Topic: Content: High-Level Strategic Options
- Replies: 26
- Views: 30274
Re: Content: High-Level Strategic Options
- Mobile construction techs - Make it equally viable to build ships with the size and capability of planets, or to add engines and armament to planets. (With steps along the way for both). - System Manipulation - Allow transformation of planets to and from Asteroids and Gas Giants, make it equally ...
- Thu Jan 23, 2014 3:54 pm
- Forum: Support
- Topic: Production Never
- Replies: 5
- Views: 1299
Re: Production Never
Windows.
It should open with SVN from the post date of Dec31 (I downloaded and recompiled then to test it).
It should open with SVN from the post date of Dec31 (I downloaded and recompiled then to test it).
- Thu Jan 23, 2014 3:49 pm
- Forum: Other Game Design
- Topic: proposal to reduce combat attack streakiness
- Replies: 13
- Views: 2546
Re: proposal to reduce combat attack streakiness
For what it's worth, I'm going to weakly vote for keeping the combat model as it is. Right now I'm trying to come up with well-reasoned and well-motivated ways to rebalance modules and hulls that would allow for more richness of strategy. The current combat model allows for a "first strike eff...
- Thu Jan 23, 2014 3:41 pm
- Forum: Other Game Design
- Topic: proposal to reduce combat attack streakiness
- Replies: 13
- Views: 2546
Re: proposal to reduce combat attack streakiness
On what is perhaps a parallel issue - it seems illogical that a large number of relatively weak ships e.g. small hulls with a single weapon, appear to be completely unable to destroy any of a smaller number of shielded ships when the weaker ship weapon has a lower attack value than the defensive va...
- Thu Jan 23, 2014 3:10 pm
- Forum: Other Game Design
- Topic: Return to Turn 1
- Replies: 3
- Views: 1159
Re: Return to Turn 1
...haven't made that info easily viewable from the game (with maybe a minimap, turn data etc). The map seed is the first line of the galaxy generation settings shown in the pedia. Sorry, I meant haven't made the seed visible from the load game screen in game... but that is definitely planned. He me...
- Thu Jan 23, 2014 2:29 pm
- Forum: Other Game Design
- Topic: Return to Turn 1
- Replies: 3
- Views: 1159
Re: Return to Turn 1
* FILE Seed into SaveGames This is already done (a couple months ago)... but we haven't made that info easily viewable from the game (with maybe a minimap, turn data etc). Peek at your savegame file, mine starts like this: serialization::archive T1ZjkKRf” ` Ivy As far as I can tell, T1ZjkKRf is the...