Search found 5173 matches

by Vezzra
Wed May 06, 2020 3:12 pm
Forum: Other Game Design
Topic: Remove base hulls and shipyards from game
Replies: 61
Views: 1257

Re: Remove base hulls and shipyards from game

As long as we have outpost ships and colony buildings , when trying to colonize a new system, there is no trouble in having to look for the closest shipyard, enqueue a ship in there and send it to the desired new system, right? I mean, the following comments are not about that, right? Back in the d...
by Vezzra
Tue May 05, 2020 9:12 pm
Forum: General Discussion
Topic: Up-to-date FreeOrion Mac-SDK and build - Test please!
Replies: 618
Views: 139624

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

New test build (build 2020-05-05.b7a2164) available for Mac OSX 10.9 and later on sourceforge.

Download link.
by Vezzra
Tue May 05, 2020 9:12 pm
Forum: General Discussion
Topic: Recent Windows Builds
Replies: 563
Views: 157226

Re: Recent Windows Builds

New test build (build 2020-05-05.b7a2164) available for Windows on sourceforge.

Download link for full installer.

Download link for zip archive with binaries only.
by Vezzra
Tue May 05, 2020 3:52 pm
Forum: Other Game Design
Topic: Reduce shields cost
Replies: 30
Views: 1011

Re: Reduce shields cost

Increasing the ship cost factor with respect to the ship parts cost factor is enough to solve the "fully functional ship cost less than a simple flak cannon is, well, a bit hard to swallow" Namely: make ship cost factor be 5x ship part cost factor and you get that the cheapest hulls (5 PPs) hits th...
by Vezzra
Tue May 05, 2020 3:41 pm
Forum: Other Game Design
Topic: Reduce shields cost
Replies: 30
Views: 1011

Re: Reduce shields cost

Not somewhat, it is counter-intuitive and immersion breaking. That's probably a matter of personal perception. Some may perceive that as totally immersion breaking, others as somewhat, and others might not be bothered at all. What about scaling shield cost relative to ship size (i.e. number of slot...
by Vezzra
Sun May 03, 2020 12:48 pm
Forum: Other Game Design
Topic: Reduce shields cost
Replies: 30
Views: 1011

Re: Reduce shields cost

What exactly is the issue you see about small hulls being too expensive regarding big hulls? Not exactly an issue, I just wanted to point out that changing the ratio of ship hull versus ship part costs can make sense, and provide an example how. In multiplayer games, small hulls are dominant, even ...
by Vezzra
Sun May 03, 2020 12:27 pm
Forum: Other Game Design
Topic: Remove base hulls and shipyards from game
Replies: 61
Views: 1257

Re: Remove base hulls and shipyards from game

To clarify: I'm well aware that the current implementation/balance does not meet the design goals for shipyards I described above - at all . One way to address the issue with the current (more or less pointless) Basic Shipyard is to remove the thing, but that's not what I prefer. I think even the Ba...
by Vezzra
Fri May 01, 2020 4:16 pm
Forum: Other Game Design
Topic: Reduce shields cost
Replies: 30
Views: 1011

Re: Reduce shields cost

If you make all hulls more expensive, that balance between hulls does not change, you only address the chaff problem (by making ratio of hulls/parts cost bigger). That is a good solution for chaff spam. I'm not thinking of the chaff issues here. That's not what I try to address. Of course, for what...
by Vezzra
Fri May 01, 2020 3:45 pm
Forum: Play-Testing Feedback
Topic: Ship stealth is wrong
Replies: 25
Views: 446

Re: Ship stealth is wrong

In any case, if the GUI shows the storm is not there and ships still have the stealth, then that is a bug. Players don't care about the technical reasons for this being so and neither do I. It is a bug. This is a known issue (at least for those who have been around long enough). I've complained abo...
by Vezzra
Fri May 01, 2020 3:32 pm
Forum: Other Game Design
Topic: Remove base hulls and shipyards from game
Replies: 61
Views: 1257

Re: Remove base hulls and shipyards from game

Regarding strong emotions against a 0-fuel, 0-starlane-speed hull: I don't have strong emotions against it, it just is pointless and bad design in my eyes. It does not fit well with how ships are designed to work in FO, more like a hack that someone has bolted on to make some things supposedly easie...
by Vezzra
Fri May 01, 2020 2:44 pm
Forum: Other Game Design
Topic: Reduce shields cost
Replies: 30
Views: 1011

Re: Reduce shields cost

Oberlus is correct, concerning the question at hand the issue of hull costs is a different matter. That said, hulls being too cheap has bothered me since forever. If hull costs are supposed to be meaningful at all, they need to be high enough to be of relevance compared to the total ship part costs ...
by Vezzra
Fri May 01, 2020 2:28 pm
Forum: Programming
Topic: AI module import dependency graph
Replies: 3
Views: 94

Re: AI module import dependency graph

Ouch, that does not look... very pretty.
by Vezzra
Fri May 01, 2020 2:25 pm
Forum: Play-Testing Feedback
Topic: Colony building set to take 6 turns but will actually finish in 5
Replies: 5
Views: 261

Re: Colony building set to take 6 turns but will actually finish in 5

If not already addressed/resolved, please open github issue.
by Vezzra
Fri May 01, 2020 2:20 pm
Forum: Play-Testing Feedback
Topic: Design screen updates transfer to production immidiatelly
Replies: 20
Views: 380

Re: Design screen updates transfer to production immidiatelly

If this hasn't been addressed yet, please open an issue on github.