Search found 685 matches
- Tue Jul 19, 2016 7:12 am
- Forum: Other Game Design
- Topic: Honeycomb special creates systems with stars but no planets
- Replies: 21
- Views: 1965
Re: Honeycomb special creates systems with stars but no plan
It didn't in that game, both where present in the same system. Just thinking something to consider in all of this if they do happen to appear in the same system. Maybe we can add a tag for important/unique specials like the honeycomb ("legendary"?) and make sure that the experimentors don't spawn i...
- Mon Jul 18, 2016 5:37 pm
- Forum: Other Game Design
- Topic: Honeycomb special creates systems with stars but no planets
- Replies: 21
- Views: 1965
Re: Honeycomb special creates systems with stars but no plan
I did have one game with the honeycomb special in the same system as the experimenters. That could be interesting, asteroid belt the experimenters homeworld? The honeycomb doesn't touch the experimentor outpost: EffectsGroup scope = And [ Planet Not Species Not HasSpecial WithinStarlaneJumps jumps ...
- Sun Jul 17, 2016 8:54 am
- Forum: Other Game Design
- Topic: Honeycomb special creates systems with stars but no planets
- Replies: 21
- Views: 1965
Re: Honeycomb special creates systems with stars but no plan
Awhileback I had a commit in my working branch which rather than destroying the planets instead made them all asteroid belts. Given that it didn't rename them you ended up with a fairly substantial clue that the Honeycomb was nearby and I think it worked well. But I never finished it off and the sp...
- Wed Nov 04, 2015 10:51 pm
- Forum: Graphics
- Topic: Energy Frigate
- Replies: 35
- Views: 30593
Re: Energy Frigate
I do, and I now understand more, I rarely if ever look at the whole tree and it's always been cluttered to me, this doesn't, to me, increase the level much as it was already too much for my tastes, I know the tree well enough and select by category view virtually always. If you look at the screensh...
- Tue Nov 03, 2015 11:22 am
- Forum: Graphics
- Topic: Energy Frigate
- Replies: 35
- Views: 30593
Re: Energy Frigate
Sloth, I think my biggest problem with the discussion is I genuinely don't understand what you mean by 'clutter' nor why you think it's a problem, I strongly suspect we're talking at cross purposed and misunderstanding each other which is bad as we all want the best results. Well my approach is sim...
- Mon Nov 02, 2015 8:00 am
- Forum: Graphics
- Topic: Energy Frigate
- Replies: 35
- Views: 30593
Re: Energy Frigate
And given how messy the tech tree already is I simply don't see your issue with it, it moves things around in a minor way, that gravitonics is a prereq for too many things may be an issue but given the current prereqs for the line this is the most balanced way to add them in, the frigate and the co...
- Sun Nov 01, 2015 9:57 pm
- Forum: Graphics
- Topic: Energy Frigate
- Replies: 35
- Views: 30593
Re: Energy Frigate
I still think that the hull falls short compared to the Robotic Hull and that it unnecessarily adds to the tangledness of the tech tree.
- Sat Oct 17, 2015 9:25 pm
- Forum: Top Priority Game Design
- Topic: What to do about Infrastructure?
- Replies: 84
- Views: 41979
Re: What to do about Infrastructure?
I like the idea and 10 sounds good (or make it 5 and some tech gives a bonus of +5).Dilvish wrote:As for outposts, it has always bothered me a bit that they get zero infrastructure; especially if we make detection based off infrastructure perhaps they should get at least some base amount like 5 or 10.
- Sat Sep 26, 2015 12:44 pm
- Forum: Graphics
- Topic: Building Icons
- Replies: 166
- Views: 119174
Re: Building Icons
They all look good coCoKNIght. If i had to choose i would pick orbital-incubator-preview005.png.
- Fri Sep 25, 2015 6:51 am
- Forum: Play-Testing Feedback
- Topic: Feedback on v0.4.5_2015-09-01.f203162
- Replies: 42
- Views: 3366
Re: Feedback on v0.4.5_2015-09-01.f203162
Experimentors can still spawn in a system with natives.MatGB wrote:Yes, but I believe that was recently changed so they can't spawn in an inhabited system, but I can't find that in the code, Sloth, is my memory wrong on that one?
- Wed Sep 23, 2015 1:06 pm
- Forum: Scripting & Balancing
- Topic: New Special: Temporal Anomaly
- Replies: 4
- Views: 1605
Re: New Special: Temporal Anomaly
After a bit of testing, i went with: "Increases Research on this planet by 5 per Population when Focus is set to Research, but population is decreased: Tiny: -5, Small: -10, Medium: -15, Large: -20, Huge: -25.".
But feel free to request further tweaks.
But feel free to request further tweaks.
- Mon Sep 21, 2015 7:03 am
- Forum: Scripting & Balancing
- Topic: New Special: Temporal Anomaly
- Replies: 4
- Views: 1605
Re: New Special: Temporal Anomaly
Actually my plan was to create a special, where for the first time i can make the AI adjustments myself, after seeing all the adjustments you've made for my specials so far. While your suggestion for a drawback sounds interesting, it would not only need a more complicated AI update, but it would als...
- Sun Sep 20, 2015 12:10 pm
- Forum: Play-Testing Feedback
- Topic: AI builds troop ships
- Replies: 18
- Views: 4595
Re: AI builds troop ships
It would be helpful if you could post the version you are using.
Screenshots or savegames would make it easier to find a problem.
Screenshots or savegames would make it easier to find a problem.
- Sun Sep 20, 2015 11:01 am
- Forum: Scripting & Balancing
- Topic: New Special: Temporal Anomaly
- Replies: 4
- Views: 1605
New Special: Temporal Anomaly
Temporal Anomaly Effects : Increases research on this planet by 2.0 per Population when Focus is set to research, but population is decreased: Tiny: -6, Small: -12, Medium: -18, Large: -24, Huge: -30. Spawning location : Any planet without species. Description : The flow of time on this planet is g...
- Wed Sep 16, 2015 5:14 pm
- Forum: Support
- Topic: No game mouse and massive screenflicker on Win10
- Replies: 53
- Views: 23138
Re: No game mouse and massive screenflicker on Win10
Yup, no problems on my machine.Geoff the Medio wrote:It is almost certainly a video driver or video hardware dependent issue. Likely I forgot to reset the rendering state somewhere in recent rendering code updates, and different drivers or video cards end up responding to that in different ways.