Search found 66 matches
- Sun Feb 23, 2014 11:51 pm
- Forum: Other Game Design
- Topic: Ship Refits - fairly simple balanced idea
- Replies: 32
- Views: 4935
Re: Ship Refits - fairly simple balanced idea
I'm a bit confused about what you're actually suggesting: Do ships have to be at drydocks for upgrades or not? If they do, then you're going to have a micromanagement problem, because you need to constantly send ships to the drydocks and keep track of them - ugh. If you want ships being able to be ...
- Sat Feb 22, 2014 8:07 pm
- Forum: Other Game Design
- Topic: Ship Refits - fairly simple balanced idea
- Replies: 32
- Views: 4935
Re: Ship Refits - fairly simple balanced idea
The 'cleanest' way to handle this is to handle upgrades via a right click when you select the ship. Another game allows upgrades away from starbases/planets, mainly to NOT have to answer the question 'is that ship at a planet with a shipyard right now or is it not', but it does 'disable' said ship(s...
- Fri Feb 21, 2014 8:07 am
- Forum: Graphics
- Topic: Suggested art for the Nova Bomb Tech
- Replies: 3
- Views: 8446
Suggested art for the Nova Bomb Tech
I noticed that the tree items associated with Nova Bombs (Tech Icon, Building Icon, and Ship Part Icon) were all generic.
So I kitbashed a couple of icons, and took a crack at a tech icon...
So I kitbashed a couple of icons, and took a crack at a tech icon...
- Fri Feb 21, 2014 12:10 am
- Forum: General Discussion
- Topic: Idea to clean up Tech Tree Branch Interaction
- Replies: 5
- Views: 1537
Idea to clean up Tech Tree Branch Interaction
In my work with recreating the tech tree as a standalone graphic, I found myself very much appreciating the code which allows you to turn various tech categories on and off. This is a very nice innovation, and again kudos to the designer(s) responsible! I did notice that the current 'order' in which...
- Thu Feb 20, 2014 10:38 pm
- Forum: Scripting & Balancing
- Topic: Krill Spawner
- Replies: 24
- Views: 4013
Re: Krill Spawner
I see a perfect 'spot' for it on the tech tree. A new tech between Lifecycle Manipulation and Multi-Cellular Casting, or a standalone tailing Lifecycle Manipulation. It could also be part of the Lifecycle Manipulation Tech. I'm focusing more on the title of the tech than it's current 'game effect', ...
- Thu Feb 20, 2014 10:30 pm
- Forum: Graphics
- Topic: Resource: Tech Tree for Manual/Wiki (image heavy thread)
- Replies: 8
- Views: 11297
Re: Resource: Tech Tree for Manual/Wiki (image heavy thread)
Thanks! :mrgreen: I'm doing some cleanup now. I spotted one place where I could move Microgravity Industry up a 'notch' and run the yellow line underneath it instead of above it, hence reducing the number of lines that particular yellow line crosses from 3 to 2, resulting in a much cleaner visual as...
- Thu Feb 20, 2014 11:00 am
- Forum: Graphics
- Topic: Resource: Tech Tree for Manual/Wiki (image heavy thread)
- Replies: 8
- Views: 11297
Re: Resource: Tech Tree for Manual/Wiki (image heavy thread)
I've finished adding all of the techs, and added the appropriate artwork. I still have some visual tweaks I need to do (shading behind boxes, tweaking the background art, etc.) , but this should give y'all a good idea of what the current full size image looks like. This Tech Tree is as of SVN6824. I...
- Tue Feb 18, 2014 7:53 pm
- Forum: Scripting & Balancing
- Topic: Ramscoop
- Replies: 14
- Views: 2195
Re: Ramscoop
With that in mind... varying fuel recharge rates would look like this: With the assumption: No Ram Scoop: 0.1 Units of Fuel/Turn, 1 Unit of Fuel every 10 Turns Ram Scoop : 0.2 Units of Fuel/Turn, 1 Unit of Fuel every 5 Turns Additional Ram Scoops? (add 0.1 per scoop if allowed) Starless: @66.7% Effi...
- Mon Feb 17, 2014 10:11 pm
- Forum: Scripting & Balancing
- Topic: Ramscoop
- Replies: 14
- Views: 2195
Re: Ramscoop
Matt brings up a good point. I would think that to be useful, you'd want refuel rates to be 1 jump's worth of fuel every 5-6 turns, with a Gas Giant insystem perhaps halving that figure, and a starless region increasing it by 50% Assuming that 1 'jump' every 10 turns is the baseline for ships withou...
- Mon Feb 17, 2014 8:51 pm
- Forum: Scripting & Balancing
- Topic: Ramscoop
- Replies: 14
- Views: 2195
Re: Ramscoop
Ships that go faster need more fuel to go faster, so you could argue that the additional 'fuel' that is collected is being used to go faster. HOWEVER (I've mentioned this before), a ramscoop should be VERY efficient near a gas giant, as you could skim the extreme upper atmosphere. That is how refuel...
- Sun Feb 16, 2014 7:09 am
- Forum: Graphics
- Topic: Resource: Tech Tree for Manual/Wiki (image heavy thread)
- Replies: 8
- Views: 11297
Re: Resource: Tech Tree for Manual/Wiki (image heavy thread)
Techs are all placed - I just need to add the data to the last 40 or so techs, and swap out some tech images for the correct ones (I went Deuterium Tank happy as you can see)...
Also need to make some adjustments to the background art. The Gas Giant's shadow doesn't look right to me...
Also need to make some adjustments to the background art. The Gas Giant's shadow doesn't look right to me...
- Tue Feb 11, 2014 10:09 pm
- Forum: Scripting & Balancing
- Topic: Ship and ship parts balancing and flavor ideas
- Replies: 70
- Views: 9498
Re: Ship and ship parts balancing and flavor ideas
I was just pointing out the different hull names that are used in that initial list. The reason I brought up Photorenic as a good choice for Organic is the whole 'use sunlight to grow your own hull' concept. They already have an affinity for sunlight. Not to preclude other races from the Organic lin...
- Tue Feb 11, 2014 7:41 pm
- Forum: Scripting & Balancing
- Topic: Ship and ship parts balancing and flavor ideas
- Replies: 70
- Views: 9498
Re: Ship and ship parts balancing and flavor ideas
Something that has occured to me while I've been 'familiarizing' myself with the current tech tree is that there is a lot of potential there for various 'pathways' to ship construction. Currently, we have: Generic hulls Robotic Hulls Asteroid Hulls Organic Hulls 'Energy' Hulls Symbiotic Hulls Sentie...
- Tue Feb 11, 2014 7:09 pm
- Forum: Graphics
- Topic: Resource: Tech Tree for Manual/Wiki (image heavy thread)
- Replies: 8
- Views: 11297
Re: Resource: Tech Tree for Manual/Wiki (image heavy thread)
I went into this knowing full well that the tech tree is a work in progress. As I said, laying the groundwork is the hard part. Once this is done, moving things around is fairly easy to do. This should also help those pondering the tech tree to better visualize the current state of the tech tree, I ...
- Mon Feb 10, 2014 6:47 pm
- Forum: Graphics
- Topic: Resource: Tech Tree for Manual/Wiki (image heavy thread)
- Replies: 8
- Views: 11297
Re: Resource: Tech Tree for Manual/Wiki (image heavy thread)
I'd have no friggin' clue how to write the code to generate what you see above. Nor am I asking anyone else to. I'm an artist, not a programmer, dammit! I like things that look pretty... :mrgreen: Again, this is an 'out of game' resource, not an ingame resource. Other 4x games have similar resources...