Search found 301 matches

by LienRag
Sat Dec 26, 2020 2:48 am
Forum: General Discussion
Topic: Fourteenth game on the multiplayer slow game server
Replies: 182
Views: 3934

Re: Fourteenth game on the multiplayer slow game server

wobbly wrote: Fri Dec 25, 2020 1:43 pm Move predictions are slightly out if you have interstellar logistics. It showed the prediction as if I had the extra 20 speed all the way. I imagine there's a similar problem with lighthouses.
It does.
And also if the ship is in a slowing field (like Void Rift).
by LienRag
Mon Nov 23, 2020 1:03 pm
Forum: Other Game Design
Topic: Hull lines design/balancing
Replies: 14
Views: 892

Re: Hull lines design/balancing

There is another thing with shields: Early game they are simply too expensive given the cost of finished ships and fighter-heavy organics. The latter are also the smart choice, as fighters are automatically updated when newer tech is researched, while direct weapons stay at just refinements. In the...
by LienRag
Sun Nov 15, 2020 5:17 am
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 69
Views: 22251

Re: Policy Suggestions

No micromanagement there. No more than setting other planetary focus. You would set to defense one planet on each entrance to your space that doesn't have defending fleet, which in most galaxy shapes will be two or three spots, an won't change position very often. IMO using planetary defense focus ...
by LienRag
Sun Nov 15, 2020 5:14 am
Forum: Scripting & Balancing
Topic: Balancing the Playable species
Replies: 35
Views: 8999

Re: Balancing the Playable species

I find mentally difficult to further boost humans, so I'm exploring to nerf anything more powerful. We need a reference specie, having it be the humans makes sense imho. It doesn't have to be them, but we need one. Also, having a goal of achieving perfect balance will probably be at the expanse of ...
by LienRag
Sun Nov 15, 2020 5:11 am
Forum: Scripting & Balancing
Topic: Excruciating FOCS doubts
Replies: 48
Views: 1863

Re: Excruciating FOCS doubts

OK, with your explanations and a lot of testing, I was finally able to figure it out, so thanks for your answers and your patience. If I get it correctly (and since I was able to change the code and make it work, I think that I do), the code (there is a commented version of the original code below) ...
by LienRag
Sat Nov 14, 2020 2:41 am
Forum: Other Game Design
Topic: Influence Upkeep alternatives
Replies: 28
Views: 1186

Re: Influence Upkeep alternatives

LienRag, keeping different influence upkeep per colony depending on the order on which you colonized them is a bad idea, for many reasons. Imagine your first colony costs 1, the second one 2 (so total 3, average 1.5), the third one 3 (total 6, average 2)... What happens if you lose second colony? D...
by LienRag
Sat Nov 14, 2020 2:37 am
Forum: Other Game Design
Topic: Influence Upkeep alternatives
Replies: 28
Views: 1186

Re: Influence Upkeep alternatives

Important questions are: is the policy a commitment? Why does it needs to be a commitment ? Because it provides momentum. It might take you somewhere you did not intend to. Your enemies can build their strategy on it. This results in depth of choices and good storytelling. Well, you spin it in a co...
by LienRag
Sat Nov 14, 2020 2:32 am
Forum: Scripting & Balancing
Topic: Split self-sustaining bonus in two parts
Replies: 7
Views: 133

Re: Split self-sustaining bonus in two parts

An alternative that needs less changes: make self-sustaining apply only on good environments (so it's like an extra gaia instead of 3 growth specials). To get full gain you need to use terraforming a lot. It doesn't let you get poor planets sooner than anyone else. Very good thinking Oberlus, you n...
by LienRag
Sat Nov 14, 2020 2:29 am
Forum: General Discussion
Topic: Thirteenth game on the multiplayer slow game server
Replies: 118
Views: 3177

Re: Thirteenth game on the multiplayer slow game server

See the 50 uu circle? An abbadoni scout here can see both approach lines though a fast enough ship will slip through the southern system and possibly even the north one by going NW and taking the long way round. (which requires long fuel or supply and is much slower) bottleneck.png This picture all...
by LienRag
Sat Nov 14, 2020 2:27 am
Forum: Play-Testing Feedback
Topic: Make mid-game organic hulls more accessible
Replies: 12
Views: 843

Re: Make mid-game organic hulls more accessible

Energy hulls also needs love, no body goes for those early, seldom mid game, and so they are unused in many games. And robos are too easy/fast to start with. The problem with the Energy Hull line is that they're supposed to be fast but they actually aren't. Their flagship indeed has 120 speed but w...
by LienRag
Fri Nov 13, 2020 1:43 am
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 69
Views: 22251

Re: Policy Suggestions

Could "Engage at will" be a military policy [in which] all enemy fleet passing by would be engaged by any planet with higher than zero Defense. I don't know how to do that in FOCS, though; Changing the conditions for initiating combat in a system is not possible in FOCS as it is now. How to impleme...
by LienRag
Fri Nov 13, 2020 1:40 am
Forum: Other Game Design
Topic: Repairs at friendly planets without drydock
Replies: 9
Views: 757

Re: Repairs at friendly planets without drydock

Basic Damage Control is nearly useless in war, you are right about that, but that's not its main use, that would be exploration. When a ship encounters a space monster (or a competing explorer) once in a while, healing even slowly during the while allows it to survive the next once. But globally ind...
by LienRag
Fri Nov 13, 2020 1:38 am
Forum: Other Game Design
Topic: Allies should see current orders
Replies: 7
Views: 725

Re: Allies should see current orders

I have to point that such a setting, if it gets implemented, should not get in the way of treason - "highlander"-style victory condition (and diplomacy subsequent diplomacy) is something that should always be on the menu (as I explained in details elsewhere, I believe it's the only one which makes a...
by LienRag
Thu Nov 12, 2020 12:52 am
Forum: Other Game Design
Topic: Influence Upkeep alternatives
Replies: 28
Views: 1186

Re: Influence Upkeep alternatives

The real question imho is whether Influence costs should be static or dynamic : i.e whether a new planet (or whatever) should modify the Influence cost of previous planets or have only its own Influence cost be raised. So there are two questions actually monotonic (static) vs non-monotic expansion ...
by LienRag
Thu Nov 12, 2020 12:39 am
Forum: Play-Testing Feedback
Topic: Make mid-game organic hulls more accessible
Replies: 12
Views: 843

Re: Make mid-game organic hulls more accessible

Indeed, the advanced Organic Hulls tend to come in a batch... Getting something more advanced than the Protoplasmic Hull (which has its advantage, but is extremely low structure, so not a potent fighter out of stealthy all-out first strikes) needs a long and quite low-return investment, but once the...