Search found 16 matches

by 4xel
Fri May 10, 2019 11:33 am
Forum: General Discussion
Topic: Exobots
Replies: 19
Views: 9620

Re: Exobots

This was just one idea. The discussion following it still didn't resolve the original problem. Why do I need Biological Techs to get Exobots to live on Alien worlds? Why is that a problem? Does it affect gameplay in any sense? I can see some issue related to : So why do I need to research certain B...
by 4xel
Thu May 09, 2019 4:43 pm
Forum: Play-Testing Feedback
Topic: One colony replaces the other
Replies: 12
Views: 6464

Re: One colony replaces the other

That's up to them. They have been made aware of the situation. As the saying goes :"if it's free, you are the product". For open source, you're not sold but you're sometimes put to work. Voluntarily ofc, but it's not up to the dev, it's up to whoever cares enough about this issue and have the time ...
by 4xel
Wed May 08, 2019 9:11 pm
Forum: General Discussion
Topic: Exobots
Replies: 19
Views: 9620

Re: Exobots

I like your lore, but one of the concerns (not necessarily relevant) about current Exobots is that some species do not get much advantage from them because of the inequal environment tolerance. Several players have expressed that concern in the past. I've encountered this argument on the forum, and...
by 4xel
Wed May 08, 2019 12:32 pm
Forum: General Discussion
Topic: Exobots
Replies: 19
Views: 9620

Re: Exobots

I would not mind if exobot were as you described, but I don't see any lore issue with he way they currently work. Exobots, from their name I would assume, are robots specifically built to operate on alien worlds. So why do I need to research certain Biological adaptation techs to get them to be usef...
by 4xel
Wed May 08, 2019 10:39 am
Forum: General Discussion
Topic: Random ideas about diplomacy and happiness
Replies: 0
Views: 9474

Random ideas about diplomacy and happiness

Diplo Stuff Supply Help : use your stockpile transfer ability to fill someone else's stockpile. Might require supply connection between capitals? Research Partnership : halves (or diminish in an other way) thee research cost of tech your partner has. Can see the information about tech researched an...
by 4xel
Tue May 07, 2019 8:19 pm
Forum: Play-Testing Feedback
Topic: Things that AI needs to improve
Replies: 9
Views: 5678

Re: Things that AI needs to improve

- Unfair/cheating clairvoyance (this is only possible, not verified) I would be really surprised if it were anything more than a coincidence. If anything, AI does not retreat when it should, and it does invest resources in scouting. Map reveal would be the mildest of the cheats IMO (scouting is qui...
by 4xel
Mon May 06, 2019 5:05 pm
Forum: Play-Testing Feedback
Topic: Some general feed back
Replies: 1
Views: 4145

Some general feed back

Hi ! I played FreeOrion a two or three years ago, and just returned to it, I love it then, I love it now. I have mostly v4.7 and v4.8 in mind The UI is amazingly good for an open source game. I love the economy. I usually love complex economy, so FreeOrion is very simplistic for me, yet it manages t...
by 4xel
Sat May 04, 2019 12:16 pm
Forum: Story
Topic: Species: Nerada
Replies: 25
Views: 11605

Re: Species: Nerada

no ground troops means currently you have to get them from somewhere, and for that i think research is your only current option (actually two ways via research if i am not mistaken). My point is that for an industrial focused species, your main source of RP (beyond your capital) is Nascent Artifici...
by 4xel
Fri May 03, 2019 8:50 am
Forum: Story
Topic: Species: Nerada
Replies: 25
Views: 11605

Re: Species: Nerada

Nice species idea. I haven't tried them yet, but some things comes to mind. As bad as it sounds like, I don't think "no research trait" is a crippling trait at all on its own, let alone on of the two most crippling traits. When playing an industry focused species (boost to industry or even just malu...
by 4xel
Wed Apr 24, 2019 5:07 pm
Forum: Play-Testing Feedback
Topic: 2 bugs? (solar concentrator and living hulls)
Replies: 4
Views: 4589

Re: 2 bugs? (solar concentrator and living hulls)

Regarding the Solar Concentrator, you're right it need better wording. Its effects, as well as other fleet effects like Robotic Interface: Shields, take one whole turn to kick in. Hmmm, correct me if I'm wrong but I think I've understood something : If Solar Collector worked exactly as RS:I, ships ...
by 4xel
Wed Apr 24, 2019 4:57 pm
Forum: Play-Testing Feedback
Topic: 2 bugs? (solar concentrator and living hulls)
Replies: 4
Views: 4589

Re: 2 bugs? (solar concentrator and living hulls)

Ok, glad to see it'ss working as intended and just poorly documented. (there are some repair effects that overrides this, but not the default regeneration skill of living hulls) Yes a combat also occurred at turn 234 I somehow forgot to mention. The Pedia of the living hulls ambiguously states that ...
by 4xel
Wed Apr 24, 2019 1:51 pm
Forum: Play-Testing Feedback
Topic: 2 bugs? (solar concentrator and living hulls)
Replies: 4
Views: 4589

2 bugs? (solar concentrator and living hulls)

Version 0.4.7.1 Endosymbiotic hull don't regenerate As you can see in the sitRep from turn 234, I attacked the system "Rov" on turn 233 and as you can see, it damaged my ship Flint II, an Eaxaw Endosymbiotic ship (design on screen), for 26 damages. What you cannot see is that he had 42 out of 42.5 h...
by 4xel
Wed Apr 24, 2019 6:03 am
Forum: Play-Testing Feedback
Topic: Played some games, some thoughts
Replies: 9
Views: 5607

Re: Played some games, some thoughts

Micromanagement is when you have to do a repetitive, boring task in order to handle a certain game mechanic/dynamic. If you want to know what's going on in certain systems, station a scout there. An action you have to perform once. Once per system. There are 150 in a default size galaxy. That is mi...
by 4xel
Tue Apr 23, 2019 8:08 am
Forum: Support
Topic: "Toothless" AI
Replies: 5
Views: 9999

Re: "Toothless" AI

As said, check and report the versions played it would really help. I have zero technical knowledge but the option is not worded as difficulty level, it is worded as level of aggressiveness. Someone too aggressive becomes weak again, especially if they leave planet unsettled, as seems to be the case...
by 4xel
Sun Apr 21, 2019 9:06 pm
Forum: General Discussion
Topic: Solar concentrator?
Replies: 2
Views: 4473

Re: Solar concentrator?

Ok, it work just like RI:S. I made a detailed answer explaining my foundings (through the option shows generated description) but forum decided to ask me my password and ditch it :x

I guess one could copy the style of RI:S then to polish the description.