Search found 5173 matches

by Vezzra
Wed May 13, 2020 5:49 pm
Forum: Other Game Design
Topic: Infrastructure based bonuses
Replies: 30
Views: 1763

Re: Infrastructure based bonuses

Regarding shipyards/drydocks my suggestion would be to just eliminate the Orbital Drydock building and make shipyards repair ships. Having to build the drydock, which requires a shipyard anyway, only makes things more complicated/micromanagy, without adding anything of value. I've only ever experien...
by Vezzra
Wed May 13, 2020 5:46 pm
Forum: Other Game Design
Topic: Infrastructure based bonuses
Replies: 30
Views: 1763

Re: Infrastructure based bonuses

What about basing Industry and Research (and Influence) meter increase rates on Infrastructure? Well, another detour into FO history is due here. :wink: Once upon a time, back in the ancient days of FO, what you propose here had been the main purpose of what we now call "infrastructure". Back then ...
by Vezzra
Wed May 13, 2020 5:16 pm
Forum: Other Game Design
Topic: Remove base hulls and shipyards from game
Replies: 61
Views: 1255

Re: Remove base hulls and shipyards from game

Just out of curiosity, what kind of other measures were you thinking of? High influence maintenance costs (once that gets added to the game), make buildings "consume" infrastructure as has been suggested in the past, introducing a "hard cap" max number of shipyards (maybe per X colonies?) an empire...
by Vezzra
Tue May 12, 2020 5:44 pm
Forum: General Discussion
Topic: Up-to-date FreeOrion Mac-SDK and build - Test please!
Replies: 618
Views: 139621

Re: Up-to-date FreeOrion Mac-SDK and build - Test please!

New test build (build 2020-05-12.9eb021f) available for Mac OSX 10.9 and later on sourceforge.

Download link.
by Vezzra
Tue May 12, 2020 5:43 pm
Forum: General Discussion
Topic: Recent Windows Builds
Replies: 563
Views: 157226

Re: Recent Windows Builds

New test build (build 2020-05-12.9eb021f) available for Windows on sourceforge.

Download link for full installer.

Download link for zip archive with binaries only.
by Vezzra
Fri May 08, 2020 11:28 am
Forum: Programming
Topic: Stale branches on freeorion/freeorion
Replies: 9
Views: 282

Re: Stale branches on freeorion/freeorion

adrian_broher wrote:
Fri May 08, 2020 11:20 am
Those are backups made by me from when I left the project. But I already have pulled and rebased those that are still relevant. However I cannot delete them due to lacking permissions.
Ah, ok, I see. Done. I've just deleted those branches.
by Vezzra
Fri May 08, 2020 11:21 am
Forum: Other Game Design
Topic: Fix Exponential Growth
Replies: 25
Views: 542

Re: Fix Exponential Growth

Could you guys at least try not to reinvent Stellaris? I think we are a far cry from reinventing Stellaris. While it certainly has some very interesting mechanics and ideas, it also has some pretty serious shortcomings and does certain things in a way that goes against our design philosophy. And so...
by Vezzra
Fri May 08, 2020 11:03 am
Forum: Other Game Design
Topic: Reduce shields cost
Replies: 30
Views: 1010

Re: Reduce shields cost

Is there any argumentation that supports making hulls more costly? If affirmative, then let's adjust hull costs. As far as I'm concerned, nothing I haven't already outlined in my earlier posts. And, as I said, I wouldn't dive into this right now, as that would open a rather big can of worms. IMO we...
by Vezzra
Fri May 08, 2020 10:54 am
Forum: Programming
Topic: Stale branches on freeorion/freeorion
Replies: 9
Views: 282

Re: Stale branches on freeorion/freeorion

I'd also propose that dev branches should be kept in the personal forks of the respective dev (which most do anyway), instead of the main repo. That would reduce the clutter substantially. There might be special cases where it's helpful to have a dev branch in the main repo, but I'd expect those to ...
by Vezzra
Fri May 08, 2020 10:28 am
Forum: Other Game Design
Topic: Fix Exponential Growth
Replies: 25
Views: 542

Re: Fix Exponential Growth

Given that the current output is 0.2 per pop, upping it to 1.0 per pop should also require increasing the cost of everything by a factor of 5. At least if we want to preserve any to the current cost balance. Probably true, but the numbers I popped out were just meant as an example, mostly to show w...
by Vezzra
Fri May 08, 2020 9:52 am
Forum: Other Game Design
Topic: Reduce shields cost
Replies: 30
Views: 1010

Re: Reduce shields cost

A flak cannon in space, not just "a rather simple and cheap part". It is not supposed to be a 2WW flak cannon shooting at B52 over a city or mounted in a huge ship in the sea. [...] And I guess I can say here "Etc.". Well, of course. But if you put it that way, almost nothing in space is just a rat...
by Vezzra
Fri May 08, 2020 9:03 am
Forum: Other Game Design
Topic: Remove base hulls and shipyards from game
Replies: 61
Views: 1255

Re: Remove base hulls and shipyards from game

You know I agree current tech/buiding boosts to RP/PP output are too big. But as I'm trying to explain here: just working on those bonus will not be enough to have a nice balance or more fair/pleasant games. And that's why we need a mechanic to make growing empires pay more for further growth. Actu...
by Vezzra
Wed May 06, 2020 3:58 pm
Forum: Other Game Design
Topic: Fix Exponential Growth
Replies: 25
Views: 542

Re: Fix Exponential Growth

I've already made a rather lengthy post on the subject of exponential growth in the other thread, but I'll repeat here what I said there: I've suggested it many times already in the past, but one comparably simple measure we could take would be to rebalance the various boni you get from techs, build...
by Vezzra
Wed May 06, 2020 3:36 pm
Forum: Other Game Design
Topic: Reduce shields cost
Replies: 30
Views: 1010

Re: Reduce shields cost

Yeah, but parts also come with any additional stuff required for their operation. E.g. a death ray or a shield might require sheer amounts of energy, and so a hull that mounts them also mounts more powerful energy sources (generators); troop pods will require a lot more life support systems; extra ...
by Vezzra
Wed May 06, 2020 3:17 pm
Forum: Other Game Design
Topic: Remove base hulls and shipyards from game
Replies: 61
Views: 1255

Re: Remove base hulls and shipyards from game

Oberlus wrote:
Mon May 04, 2020 10:54 am
All those are good reasons to avoid PP upkeep.
What can I say - amen to that, brother, amen to that... :wink: