Search found 760 matches

by labgnome
Thu Jun 18, 2020 5:59 pm
Forum: Other Game Design
Topic: Make Colony Parts Boost Fuel
Replies: 43
Views: 2730

Re: Make Colony Parts Boost Fuel

Summing up, two policies: - Longer range for colony ships (+1 fuel). - Cheaper colony ships (-20% cost). With two policy slots you could get both. I think that splitting it up into two policies is a good idea. Maybe one or both could have a -1 malus to supply as extended colonization is usually a d...
by labgnome
Tue Jun 09, 2020 7:30 pm
Forum: Other Game Design
Topic: Make Colony Parts Boost Fuel
Replies: 43
Views: 2730

Re: Make Colony Parts Boost Fuel

I think the refueling influence project will help in more than this case. E.g. one could start like battlestar galactica a colony ship going into the deep without scouting before. Also helps hidden colonisation in enemy territory (because no refuel there). AI probably wont be able to use it for a l...
by labgnome
Tue Jun 09, 2020 12:29 pm
Forum: Other Game Design
Topic: Make Colony Parts Boost Fuel
Replies: 43
Views: 2730

Re: Make Colony Parts Boost Fuel

Actually that may be the problem. Minimum amount of extra fuel should be 1 per fuel tank. Disagree. Some hulls are better at fuel some are worse. Pick up the right ones for the task. One unifying approach: double all base fuel and fuel efficiency bonus - that means also average fuel efficiency with...
by labgnome
Mon Jun 08, 2020 4:21 pm
Forum: Other Game Design
Topic: Make Colony Parts Boost Fuel
Replies: 43
Views: 2730

Re: Make Colony Parts Boost Fuel

It still doesn't make your initial colony ship any more useful. Occasions in which you can't use your first colony ship (basic hull) are very rare (maybe not so rare when playing low planet density, but then better play medium/high density). I play with medium to high density. Maybe it's been bad l...
by labgnome
Mon Jun 08, 2020 12:35 pm
Forum: Other Game Design
Topic: Make Colony Parts Boost Fuel
Replies: 43
Views: 2730

Re: Make Colony Parts Boost Fuel

I get the point of making Colony hulls go further than two jumps out of supply, but basically that's what Bubble Flux Hulls are for. Protoplasmic Hulls with two fuel parts (and, indeed, a Ramscoop for extra distance) are quite good for that usage too. It still doesn't make your initial colony ship ...
by labgnome
Sun Jun 07, 2020 2:13 pm
Forum: Other Game Design
Topic: Make Colony Parts Boost Fuel
Replies: 43
Views: 2730

Re: Make Colony Parts Boost Fuel

Do you mean fuel efficiency? The usual suspect hulls (medium hull, organics, flux bubble) for colonisation have exactly the same effective fuel when mounting a colony pod as before (what a coincidence :lol: ) Yes I mean fuel efficiency. They do not have the same effective fuel. The medium hull has ...
by labgnome
Sat Jun 06, 2020 6:19 pm
Forum: Support
Topic: Can't Design Ships
Replies: 6
Views: 553

Re: Can't Design Ships

Oberlus wrote:
Sat Jun 06, 2020 5:49 pm
Workaround here: https://github.com/freeorion/freeorion/issues/2997
Where do I find the config.xml file?
by labgnome
Sat Jun 06, 2020 6:07 pm
Forum: Other Game Design
Topic: Make Colony Parts Boost Fuel
Replies: 43
Views: 2730

Re: Make Colony Parts Boost Fuel

Outposts need a supply connection. They're not a viable alternative here. I don't remember this problem before the new fuel system was introduced. I mean outposting some planet along the way, to extend your supply or refuel colonies on the way to the one planet you want to colonize. That's still pr...
by labgnome
Sat Jun 06, 2020 5:58 pm
Forum: Other Game Design
Topic: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
Replies: 45
Views: 2205

Re: Make pro/res tech increases 0.1 or 0.2 (huge nerf)

Oberlus wrote:
Sat Jun 06, 2020 5:55 pm
labgnome wrote:
Sat Jun 06, 2020 5:53 pm
Planetary Superintelligence: after understanding the self-sustaining feedback mechanisms of gaia planets and the creation of true artificial minds we are able to create a planetary-scale superintelligence from existing global data networks.
I like that a lot, thank you.
Thanks, no problem.
by labgnome
Sat Jun 06, 2020 5:57 pm
Forum: Other Game Design
Topic: Make Colony Parts Boost Fuel
Replies: 43
Views: 2730

Re: Make Colony Parts Boost Fuel

I've now payed several games where there is not a suitable planet within range for my colony ship. Sometimes far outside my range. It's quite frustrating. You can use outposts. Outposts need a supply connection. They're not a viable alternative here. I don't remember this problem before the new fue...
by labgnome
Sat Jun 06, 2020 5:53 pm
Forum: Other Game Design
Topic: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
Replies: 45
Views: 2205

Re: Make pro/res tech increases 0.1 or 0.2 (huge nerf)

How about "Planetary Superintelligence", requiring Artificial Minds and Gaia Transformation? Fluff, please? Planetary Superintelligence: after understanding the self-sustaining feedback mechanisms of gaia planets and the creation of true artificial minds we are able to create a planetary-scale supe...
by labgnome
Sat Jun 06, 2020 5:46 pm
Forum: Other Game Design
Topic: Make Colony Parts Boost Fuel
Replies: 43
Views: 2730

Re: Make Colony Parts Boost Fuel

However, if the recent changes to the fuel mechanic rendered the hulls you usually use for colony ships with too low out-of-supply travelling range, then that purpose is of course defeated, and some changes to provide colony ships with sufficient range to fulfill their purpose are probably necessar...
by labgnome
Sat Jun 06, 2020 5:35 pm
Forum: Support
Topic: Can't Design Ships
Replies: 6
Views: 553

Can't Design Ships

So this just happened, I've payed with this version fine before but now it won't let me design ships. I'm playing with v0.4.10 [build 2020-05-26.d034b5d]. It was originally hidden in the top-left hand corner. It won't let me resize it. Something similar happens with the production window but I can r...
by labgnome
Sat Jun 06, 2020 4:45 pm
Forum: Other Game Design
Topic: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
Replies: 45
Views: 2205

Re: Make pro/res tech increases 0.1 or 0.2 (huge nerf)

Superintelligence? Superintelligent Agents? - Superintelligent Agents (?): +1, no focus. Some 400-500 RPs, requiring Art. Minds and something else maybe. How about "Planetary Superintelligence", requiring Artificial Minds and Gaia Transformation? And, as pointed out by UrshMost, game is considerabl...
by labgnome
Sat Jun 06, 2020 7:46 am
Forum: Other Game Design
Topic: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
Replies: 45
Views: 2205

Re: Make pro/res tech increases 0.1 or 0.2 (huge nerf)

Oberlus wrote:
Fri Jun 05, 2020 7:53 pm
The third tech could be something like "Big" AI, dunno what word to use there. Omniscient AI seems overkilling. Singularity AI?
Artificial Super-Intelligence?