Search found 1166 matches

by Ophiuchus
Fri Jan 27, 2017 4:40 pm
Forum: Other Game Design
Topic: Stealthy Supply
Replies: 33
Views: 4228

Re: Stealthy Supply

However, if their supply was 4 and their detection was high enough to detect other supply, then it would automatically be blocked, the same as the current system. ... A clever adversary could use this to infer the location of hidden planets. Hm. Rather you would infer that hidden planets belong to ...
by Ophiuchus
Fri Jan 27, 2017 3:47 pm
Forum: Programming
Topic: Adding FOCS way to get empire meter value
Replies: 7
Views: 5923

Adding FOCS way to get empire meter value

There is SetEmpireMeter for set a meter and EmpireMeter for comparing in a query. As far as I understand the parser and scripting system, there is currently no way to get the value of an empire meter (e.g. for using it in a sitrep). In which of the parsers would I add this? I looked around awhile am...
by Ophiuchus
Fri Jan 27, 2017 9:56 am
Forum: Programming
Topic: How to show effects effecting empire meter
Replies: 1
Views: 679

How to show effects effecting empire meter

I added an empire meter for the imperial supply yield, which I show in the tooltip of the overproduction warning (i.e. when you do not use all your industry PP).

How to show the effects resulting in the meter value?
by Ophiuchus
Thu Jan 26, 2017 7:48 pm
Forum: Scripting & Balancing
Topic: Getting species name from planet
Replies: 10
Views: 6582

Re: Getting species name from planet

I can't find any place that .Species is used that actually expects an ID number instead of the name. I also can't find in the history when it was added for any context. But I'll just change it to .SpeciesID for the ID number so that .Species should always return the name string. Edit: Try again aft...
by Ophiuchus
Thu Jan 26, 2017 7:11 pm
Forum: Other Game Design
Topic: Species Bonus for hiding Outposts?
Replies: 45
Views: 2936

Re: Species Bonus for hiding Outposts?

I like the idea of applying planetary stealth changes overtime. Why does/should an observer affect the rate? If I was watching the Invisible Woman turn invisible, I don't imagine it would slow her down any. I would just be able to point to the last place that she was standing. I guess one would mov...
by Ophiuchus
Thu Jan 26, 2017 3:35 pm
Forum: Other Game Design
Topic: Species Bonus for hiding Outposts?
Replies: 45
Views: 2936

Re: Species Bonus for hiding Outposts?

Let [planetary stealth] grow slower if there is an enemy empire watching (as long as the planet's stealth is lower than the detection value of the watcher). Does a stealthed watcher count for this purpose? If so, this could reveal that there is a stealthed detector nearby. Probably an unnecessary c...
by Ophiuchus
Thu Jan 26, 2017 2:24 pm
Forum: Other Game Design
Topic: Stealthy Supply
Replies: 33
Views: 4228

Re: Imperial resource supply distribution

At some system there are 3 empires A, B and C with detection, supply stealth and supply values as follows: Empire A Detection 10, Stealth of supply in system 20. Empire B Detection 30, Stealth of supply in system 20. Amount of supply 2 Empire C Detection 10, Stealth of supply in system 40. Amount o...
by Ophiuchus
Thu Jan 26, 2017 2:03 pm
Forum: Other Game Design
Topic: Species Bonus for hiding Outposts?
Replies: 45
Views: 2936

Re: Species Bonus for hiding Outposts?

Ok first time I try to establish community consensus... I'll try to sum up the discussion here. Correct me if I'm wrong. Nobody is totally opposed to an outpost stealth benefit based on a species in the empire. There is some resistance (e.g. Mat,Vezzra) against a stealth benefit based on the stealth...
by Ophiuchus
Thu Jan 26, 2017 1:41 pm
Forum: Other Game Design
Topic: Species Bonus for hiding Outposts?
Replies: 45
Views: 2936

Re: Species Bonus for hiding Outposts?

Compare its weirdness with other global effects like nascent intelligence. NAI basically means that all planets are suddenly producing scientific output, no matter how many people live there or how big a scientific community was established there before. Not a great example, as NAI is predicated on...
by Ophiuchus
Thu Jan 26, 2017 1:33 pm
Forum: Other Game Design
Topic: Imperial resource supply distribution (Imperial stockpile)
Replies: 43
Views: 4252

Re: Imperial resource supply distribution

Could some moderator arrange for this, please? @Vezzra? I'm trying, but currently suffering from overload, other things taking priority. So I have to bid your patience until I can get back to this thread... Done, splitted discussion about stealthy supply to: http://www.freeorion.org/forum/viewtopic...
by Ophiuchus
Wed Jan 25, 2017 5:45 pm
Forum: Scripting & Balancing
Topic: Getting species name from planet
Replies: 10
Views: 6582

Re: Getting species name from planet

There's an option setting to hide sitreps with errors. You should probably turn that off (so they are displayed). That should make the case with the tag = "species" show up. Make sure both the string and the tag are species, not just one... Ah thats what "Situation reports with errors" is for :) ER...
by Ophiuchus
Wed Jan 25, 2017 5:35 pm
Forum: Scripting & Balancing
Topic: Getting species name from planet
Replies: 10
Views: 6582

Re: Getting species name from planet

You can also try forcing it to interpret Source.Planet.Species as a string by writing something like data = "" + Source.Planet.Species Not sure if that'll work, but it might. Not in this case at least: default\scripting/buildings\INTERSPECIES_ACADEMY.focs.txt:39:51: Parse error. E xpected real numb...
by Ophiuchus
Wed Jan 25, 2017 12:58 pm
Forum: Scripting & Balancing
Topic: Getting species name from planet
Replies: 10
Views: 6582

Re: Getting species name from planet

...if you post the entire effectsgroup you're trying to setup someone can sometimes spot a problem... This please. I can't tell from the somewhat vague description what could be happening. Sorry :oops: , here you go. If i use species (as below) no message is written out. If I use rawtext instead I ...
by Ophiuchus
Wed Jan 25, 2017 9:55 am
Forum: Scripting & Balancing
Topic: Getting species name from planet
Replies: 10
Views: 6582

Getting species name from planet

Hi, i tried to print out the species on a planet via the sitrep. I got me the species from a building using Source.Planet.Species but that killed the effect when using as data for the "species" tag. Using "rawtext" I do not get the Species name, but the id (e.g. 23). For the species tag I need the s...
by Ophiuchus
Mon Jan 23, 2017 3:31 pm
Forum: Other Game Design
Topic: Species Bonus for hiding Outposts?
Replies: 45
Views: 2936

Re: Species Bonus for hiding Outposts?

Having the starting species be "special" in an empire is something we generally avoid. ...Laenfa, Trith, Eaxaw, George (that's one of your recent ones), Etty and even Egassem are special and unique in many factors,... In the sense of game mechanics treating starting / capital species differently, w...