Search found 3461 matches

by Ophiuchus
Mon Jan 03, 2022 1:21 pm
Forum: Other Game Design
Topic: Complete rework of Terraforming
Replies: 31
Views: 3959

Re: Complete rework of Terraforming

Like with the shipyards, enqueue and build conditions are separate. That's not even true, location and enqueuelocation must be true to allow enqueuing. AFAICR enqueuecondition was introduced in order to distinguish between enqueueing and spending PP. So if what you say is true I would suspect a bug
by Ophiuchus
Sun Jan 02, 2022 3:43 pm
Forum: Other Game Design
Topic: Complete rework of Terraforming
Replies: 31
Views: 3959

Re: Complete rework of Terraforming

Like with the shipyards, enqueue and build conditions are separate. Yes, but there would also need to be a way to distinguish the different copies of the same building at the same location to make one producible but the others not. Possibly the Enqueued condition could be extended to have a minimum...
by Ophiuchus
Sun Jan 02, 2022 12:24 pm
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 161
Views: 67364

Re: Policy Cards Jumble

Note I would prefer to switch Metropoles cost from stability to influence as influence is supposed to be the bottleneck when going wide, so by sticking to influence it has already anti-wide feedback loop (you can't afford to pay upkeep for as many colonies as without Metropoles). I think though that...
by Ophiuchus
Sun Jan 02, 2022 12:10 pm
Forum: Scripting & Balancing
Topic: Excruciating FOCS doubts
Replies: 223
Views: 25369

Re: Excruciating FOCS doubts

disclaimer: I didnt have a look at how the magic works o01eg is doing. So Planet() & OwnedBy(empire=Source.Owner) returns a FOCS object that evaluates to a boolean If it is executed in python it should evaluate to a representation of a FOCS Condition object, which one can evaluate taking paramet...
by Ophiuchus
Sat Jan 01, 2022 3:29 pm
Forum: Scripting & Balancing
Topic: Excruciating FOCS doubts
Replies: 223
Views: 25369

Re: Excruciating FOCS doubts

It's an And from FOCS with infix notation. Actually it should be 'and' in python, too. '&' is a bit-wise operation. Using it for logical operations is bad style at least and may not always do the expected. uhm not completely sure how to answer. well i'll try: this is an embedded language (FOCS)...
by Ophiuchus
Fri Dec 31, 2021 10:59 am
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 161
Views: 67364

Re: Policy Cards Jumble

...increase that destabilisation but make it disperse with the number of supporting planets? E.g. without rebalancing: Each metropole creates -15 target stability at its supporting planets, so with 3 supporting planets, each of the planets gets target stability -5. With 4 or 5 supporting planets, e...
by Ophiuchus
Fri Dec 31, 2021 10:40 am
Forum: General Discussion
Topic: Up-to-date Test Snap
Replies: 281
Views: 59997

Re: Weekly Release Notes / Up-to-date Test Snap

Stable 0.4.10 build is available on channel 0.4.10/stable; the 0.4.10 channel is also the current default channel (v0.4.10.2 rev=231 amd64; v0.4.10.1 rev=216 i386). Current Weekly test build based on master released without smoketest: freeorion_2021-12-28.6067060 rev=272 channel= beta (amd64) Analys...
by Ophiuchus
Thu Dec 30, 2021 5:25 pm
Forum: Other Game Design
Topic: Planetary defense redesign
Replies: 50
Views: 6816

Re: Planetary defense redesign

good catch about stabilising to a value above zero. industry/research should be able to grow. and building and repairing ships should probably possible. being able to spawn a colony could be good or bad. So, i guess stability 5 is good or maybe, lets stabilize at 3 or 4? so that you have to take ca...
by Ophiuchus
Thu Dec 30, 2021 5:11 pm
Forum: Other Game Design
Topic: Ship influence upkeep
Replies: 12
Views: 2485

Re: Ship influence upkeep

So my suggestion for the moment would be: introduce a ship-count and PP cost based IP upkeep (so actually a fraction of the PP cost as influence upkeep cost) AND use a PP part based upcost factor five times higher.

Let's playtest in the next slow game and see what we find out.
by Ophiuchus
Thu Dec 30, 2021 4:40 pm
Forum: Other Game Design
Topic: Ship influence upkeep
Replies: 12
Views: 2485

Re: Ship influence upkeep

I'd just keep it simple and have a fixed cost per ship as the standard, with some exceptions possible when useful. In general, discouraging lots of ships from being produced is preferable for performance / memory / disk space use, and makes the fleet management interface easier to use, and battle r...
by Ophiuchus
Thu Dec 30, 2021 4:09 pm
Forum: Other Game Design
Topic: Ship influence upkeep
Replies: 12
Views: 2485

Re: Ship influence upkeep

I'm specially interested on your opinion on this: - Which one is better, PP fake upkeep or IP upkeep, and why. - Which one is better, constant IP upkeep per ship or differentiated by hull size and/or type, and why. I currently like the combination more than any single of those. If you have the cost...
by Ophiuchus
Thu Dec 30, 2021 2:42 pm
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 161
Views: 67364

Re: Policy Cards Jumble

Metropoles have a very bad consequence, it's that one just needs to settle any planet to reach the right number of planets that will allow the biggest ones to get the Metropole bonus. ... So not any planet should be allowed to count for helping a Metropole, maybe a Stability of 10 should be require...
by Ophiuchus
Thu Dec 30, 2021 2:20 pm
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 161
Views: 67364

Re: Policy Cards Jumble

It could require an increasing number of support planets per additional planet (4 for first, 10 for second, 18 for third, 28 for fourth, etc. maybe), though I'm not sure if that makes things better or worse... I like it better than a hard limit at 3 Metropoles... The problem of this Policy that it ...
by Ophiuchus
Thu Dec 30, 2021 2:10 pm
Forum: Other Game Design
Topic: Planetary defense redesign
Replies: 50
Views: 6816

Re: Planetary defense redesign

Maybe just make it so that the conditional stability boost can't go higher than X stability (say 5, dunno, a value that is not enough to qualify for most stability-gated effects). With an example: if the stability bonus is +10, the maximum is 5, target stability without focus was -7, -4 and -1, the...
by Ophiuchus
Thu Dec 30, 2021 1:49 pm
Forum: Other Game Design
Topic: Planetary defense redesign
Replies: 50
Views: 6816

Re: Planetary defense redesign

instead of an unconditional strong stability boost, make it mostly work by countering negative stability instead. i still think a small to moderate amount of stability in all cases would be fine/good. e.g. one effect +2 target stability for all cases and a second effect which could either give +0.5...