That's rude and unnecessary.
Search found 834 matches
- Fri Sep 04, 2020 6:56 pm
- Forum: Scripting & Balancing
- Topic: Make viable the Tall strategy
- Replies: 25
- Views: 3522
- Mon Aug 31, 2020 3:24 am
- Forum: Other Game Design
- Topic: Influence mechanics brainstorming
- Replies: 66
- Views: 5232
Re: Influence mechanics brainstorming
I like that idea :) Maybe stability should only be connected to happiness. Missing influence reduce happiness on random planets. If the happiness is below 5 (just to give a number) rebels are created. This could as well happen as you take an colony by invasion. But you should have the chance to get...
- Sun Aug 30, 2020 10:01 pm
- Forum: Play-Testing Feedback
- Topic: Testing Government and Influence
- Replies: 366
- Views: 31586
Re: Testing Government and Influence
Everyone seems to want to argue from reality now. And there should be clear, game mechanic based rules for what goes where. They are organized thematically, not based (primarily) on game mechanics. This is not motivated by a "realism" argument. That strikes me as a very arbitrary way to d...
- Sun Aug 30, 2020 9:56 pm
- Forum: Play-Testing Feedback
- Topic: Testing Government and Influence
- Replies: 366
- Views: 31586
- Sun Aug 30, 2020 8:28 pm
- Forum: Play-Testing Feedback
- Topic: Testing Government and Influence
- Replies: 366
- Views: 31586
Re: Testing Government and Influence
.. Sorry, you do not seem to understand what i write (or vice versa). I think I might have mistaken you for Geoff, but my main points still stand. I find the material confusing. Everyone seems to want to argue from reality now. And there should be clear, game mechanic based rules for what goes where.
- Sun Aug 30, 2020 5:53 pm
- Forum: FreeOrion Project
- Topic: 0.5 roadmap
- Replies: 26
- Views: 11835
Re: 0.5 roadmap
Neither do I share your assessment that your proposed model isn't that much more complex/time consuming to design and implement than a simple direct assignment of which policies species like/dislike - IMO the former will require significantly more effort than the latter. Nor do I think it a waste o...
- Sun Aug 30, 2020 4:55 pm
- Forum: Play-Testing Feedback
- Topic: Testing Government and Influence
- Replies: 366
- Views: 31586
Re: Testing Government and Influence
For having different policies in the same category competing for the same slot. Fluff is the design tool to explain the categorization to the players and to help one remember where which effect is. The fluff is confusing and unclear to me in that area. The policies aren't grouped in the 'pedia, and...
- Sun Aug 30, 2020 4:34 pm
- Forum: Scripting & Balancing
- Topic: Make viable the Tall strategy
- Replies: 25
- Views: 3522
Re: Make viable the Tall strategy
Disagree. There are little differences between buildable specials (gated through a building) and buildings. You must be confused. Well I still disagree with you. I don't think I'm confused, I think you're just being stubborn. They might have similarities but that doesn't make the the same thing. Yo...
- Sun Aug 30, 2020 4:31 am
- Forum: Play-Testing Feedback
- Topic: Testing Government and Influence
- Replies: 366
- Views: 31586
Re: Testing Government and Influence
Of course it has an economic system. It is the economic system what provides PP to/from the factories, RP to/from the labs, food on the table, etc. Free Orion has no factories, labs or food. Certainly not as game elements, which is what matters here. Check out the meaning of "economic system&q...
- Sun Aug 30, 2020 4:17 am
- Forum: Play-Testing Feedback
- Topic: Testing Government and Influence
- Replies: 366
- Views: 31586
Re: Testing Government and Influence
Free Orion supply, and sort-of has resources but doesn't have trade or economic systems. Now it does, via policies. -sociology (how societies are organized or run, inter-species relations, how decisions are made, how nominal "rulers" are chosen, how decisions / rules are enforced, what id...
- Sun Aug 30, 2020 4:14 am
- Forum: Other Game Design
- Topic: Armored Hull Line
- Replies: 7
- Views: 3292
Re: Armored Hull Line
What else do Sly need from the robotic hull line? I don't really play as Sly so I can't say for sure, but I would think the other hulls in the "flux family" of the robotic hull line could serve them as well. The issue is with the Void theme being a side theme and not immediately accessibl...
- Sun Aug 30, 2020 4:13 am
- Forum: Scripting & Balancing
- Topic: Make viable the Tall strategy
- Replies: 25
- Views: 3522
- Thu Aug 27, 2020 3:38 am
- Forum: Play-Testing Feedback
- Topic: Testing Government and Influence
- Replies: 366
- Views: 31586
Re: Testing Government and Influence
Like what makes a social policy a social policy, what makes a military policy, and what makes an economic policy an economic policy? Is the 1) concept and 2) effect of the policy mostly related to: -military (ships, troops, planet weapons, shields, detection) Straight-forward enough, and military p...
- Wed Aug 26, 2020 9:16 pm
- Forum: Play-Testing Feedback
- Topic: Testing Government and Influence
- Replies: 366
- Views: 31586
Re: Testing Government and Influence
What are the criteria for the different policy types? This is especially unclear for social and economic policies. Not sure what you mean... "criteria" in what sense? Like what makes a social policy a social policy, what makes a military policy, and what makes an economic policy an econom...
- Wed Aug 26, 2020 4:31 pm
- Forum: Play-Testing Feedback
- Topic: Testing Government and Influence
- Replies: 366
- Views: 31586
Testing Government and Influence
So I have had my first experience doing some testing-out of the latest build. A few thoughts so far... Minor nit-picks: Racial Purity should probably be at the Concentration Camps technology, rather than Architectural Psychology. The entry for the Balance policy is just confusing. There should be mo...