Search found 1166 matches

by Ophiuchus
Thu Feb 06, 2020 12:05 pm
Forum: Other Game Design
Topic: New species trait: Shields
Replies: 8
Views: 272

Re: New species trait: Shields

Maybe we can change the 20% value for the RIS, to make it more competitive if deemed necessary. Nevertheless, RIS seems underused with current values, maybe it could use a rework of its strength formula. Actually, shields in general seems underused (since we have fighters), but I always see defense...
by Ophiuchus
Thu Feb 06, 2020 12:05 pm
Forum: Other Game Design
Topic: General discusion on new species and traits
Replies: 7
Views: 196

Re: General discusion on new species and traits

My long term plan is to have many new species. Having at least 5 playable species per regular environment, plus 3 or so per special environments (GGs and belts), so at least 50 playable species, should be easy without making any two of them too similar in gameplay. But, even if they are too similar...
by Ophiuchus
Thu Feb 06, 2020 10:57 am
Forum: Other Game Design
Topic: New species trait: Shields
Replies: 8
Views: 272

Re: New species trait: Shields

I like that, Ophiuchus. So maximum RIS strength stays at 20, but good species get there sooner. Just note that balancing wise this of course could be large nerf to the robotic shields comparatively to other shields with shield trait. But having to choose between different combat-related traits it i...
by Ophiuchus
Thu Feb 06, 2020 10:47 am
Forum: Other Game Design
Topic: New species trait: Shields
Replies: 8
Views: 272

Re: New species trait: Shields

how would it interact with robotic shields, though? Good question. Maximum RIS strength is 20. Ultimate shields with that would be 32, arguably too powerful. Maybe it could be treated as a deflector (-1/+1/+2/+3), regardless of actual RIS strength. Like a plasma (-2,+2,+4,+6) seems too powerful, gi...
by Ophiuchus
Wed Feb 05, 2020 5:55 pm
Forum: Programming
Topic: FOCS Condition implementation
Replies: 5
Views: 67

Re: FOCS Condition implementation

Not the authorative answer: i guess performance non_matches and matches allow for shortcutting of calculation. You can handle multiple objects at once instead of handling each object separately. Also because it is breadth first instead of depht first, putting the most significant condition first wil...
by Ophiuchus
Tue Feb 04, 2020 9:59 pm
Forum: Play-Testing Feedback
Topic: Wrong weapon damage shown
Replies: 5
Views: 227

Re: Wrong weapon damage shown

Head on a spike?
by Ophiuchus
Sat Feb 01, 2020 10:57 pm
Forum: General Discussion
Topic: Seventh game on the multiplayer slow game server (0.4.9)
Replies: 100
Views: 1682

Re: Seventh game on the multiplayer slow game server (0.4.9)

In the next RC hopefully a (maybe too timid) AI fix went in which should prioritize fuel tech a bit more to counter fuel efficiency a bit. Are you playing against AI in this multiplayer game as well or only against players?
by Ophiuchus
Sat Feb 01, 2020 10:32 pm
Forum: Play-Testing Feedback
Topic: 0.4.9 thoughts after an evening
Replies: 28
Views: 787

Re: 0.4.9 thoughts after an evening

the new fuel rules definitely make [Sly] harder to play. My ships were almost never in supply, even in my own systems, so slow refueling was needed after 2-4 hops. I was able to overcome this, but the Sly are definitely not easy mode! I'm playing with Sly for first time after fuel changes, and it i...
by Ophiuchus
Wed Jan 29, 2020 10:42 pm
Forum: General Discussion
Topic: Up-to-date Test Snap
Replies: 54
Views: 19315

Re: Up-to-date Test Snap

Released current weekly build (rc2) yesterday. Note it s also available on the v0.4.9 track. freeorion_2020-01-26.adf31dbf1 rev=66 channel=beta,candidate freeorion_2020-01-26.adf31dbf1 rev=66 channel=v0.4.9/beta,v0.4.9/candidate It is not completely sure what will happen with the latest/beta channel...
by Ophiuchus
Mon Jan 27, 2020 2:13 pm
Forum: Scripting & Balancing
Topic: New weapon part - Gamma Burst Slingshot
Replies: 54
Views: 693

Re: New weapon part - Gamma Burst Slingshot

I think a 100 RPs tech to up MDs to 7 damage would not be used by most players. Getting lasers (and upping them) would always be preferred. I wouldn't bother adding such tech. Yes, I agree for maybe 95% of cases. I just think those other 5% would be interesting. Plus one damage means three damage p...
by Ophiuchus
Sat Jan 25, 2020 8:59 pm
Forum: Other Game Design
Topic: Reinforced Hull redesign
Replies: 17
Views: 576

Re: Reinforced Hull redesign

I didn't propose that this could target *any* ships Oh, sorry for the misunderstanding. So only.. I think ovarwa suggested only the base hull ships. it clashes with any fluff, and we already got solutions to the comsat problems: figthers, the incomming multishot weapon by Ophiuchus, the redesign of...
by Ophiuchus
Sat Jan 25, 2020 3:54 pm
Forum: Other Game Design
Topic: Missile/Projectile Weapons
Replies: 55
Views: 1035

Re: Missile/Projectile Weapons

missiles would get increasing rates of fire set by their launcher. [...] torpedoes would always have a fire rate of 2, set by their launcher. So you would need separate hangers and separate launchers for both missiles and torpedoes with no mixing between them that is what I mean by not configurable...
by Ophiuchus
Fri Jan 24, 2020 10:27 am
Forum: Other Game Design
Topic: Reinforced Hull redesign
Replies: 17
Views: 576

Re: Reinforced Hull redesign

Hi, If Flak Guns were given a damage of, say, 20 per shot, but could only target fighters and comsats (ships without weapons, troops, colonizers or outposts), that might ameliorate various problems, including the interaction of Reinforced Hull and Comsats. Just saying. Anyway, Ken So what happens i...
by Ophiuchus
Thu Jan 23, 2020 12:15 pm
Forum: Scripting & Balancing
Topic: New weapon part - Gamma Burst Slingshot
Replies: 54
Views: 693

Re: New weapon part - Gamma Burst Slingshot

The one thing which is not decided is the combatTargets conditions. I am pretty sure that ships and fighters should be targeted. I am not sure if planets should be included. I think they should target planets too. Agreed. We could start targeting planets starting from e.g. bout 2 or 3. Also as long...
by Ophiuchus
Wed Jan 22, 2020 10:04 am
Forum: Scripting & Balancing
Topic: New weapon part - Gamma Burst Slingshot
Replies: 54
Views: 693

Re: New weapon part - Gamma Burst Slingshot

Ophiuchus, what about this?: ... - Down Base Hull structure to 2. - Make GBS start at 2 per damage (keep cost at 40 PP, tech 4 turns 12 RPs). ... - Second tech (first refinement) gives +2 per shot up to 4, 8 turns, 120 RPs. ... - Third tech gives +3 per shot up to 7, 12 turns, 720 RPs. I like this ...