Search found 333 matches

by swaq
Fri Apr 24, 2020 10:59 pm
Forum: General Discussion
Topic: Tenth game on multiplayer game server - in parallel!
Replies: 40
Views: 1411

Re: Tenth game on multiplayer game server - in parallel!

Then Oberlus and I got into a debate about chaff and he gave me the idea of changing SHIP_HULL_COST_FACTOR to make chaff much less economic. I'm thinking it should be 5 or 6 to make a real difference, but that would mean we'd need to double or triple research costs or everyone will be running round...
by swaq
Fri Apr 24, 2020 6:01 pm
Forum: Play-Testing Feedback
Topic: Asteroid Reformation Processor description
Replies: 1
Views: 509

Asteroid Reformation Processor description

v0.4.9+ [build 2020-04-20.b2112fe] The Pedia entry for the Asteroid Reformation Processor states "In addition, this processor upgrade allows any shipyard in the empire or an ally's empire to produce ships with the Rock Armor Plating and Crystal Armor Plating ship parts." However I am finding that I ...
by swaq
Thu Apr 23, 2020 3:49 pm
Forum: Play-Testing Feedback
Topic: Organic hulls take too damn long to research
Replies: 10
Views: 747

Re: Organic hulls take too damn long to research

I feel it's better balanced for the standard research costs because you tend to be more limited by the cost than the number of turns making it more comparable to other hull lines.

Why is it like that? Probably to differentiate it from the other hull lines?
by swaq
Thu Apr 23, 2020 1:27 pm
Forum: Other Game Design
Topic: Infrastructure based planet capacity
Replies: 8
Views: 663

Re: Transport capacity

jinlanid wrote:
Thu Apr 23, 2020 3:21 am
swaq wrote:
Thu Apr 23, 2020 12:56 am
This really seems like overcomplication. Also it would make new colonies gain supply too slow (0.1/turn) and outposts not gain at all.
Edited.
That wasn't an edit it's a completely new post! So I said it was overcomplicated and you made it more complicated? This adds nothing to the game.
by swaq
Thu Apr 23, 2020 12:56 am
Forum: Other Game Design
Topic: Infrastructure based planet capacity
Replies: 8
Views: 663

Re: Transport capacity

This really seems like overcomplication. Also it would make new colonies gain supply too slow (0.1/turn) and outposts not gain at all.
by swaq
Wed Apr 22, 2020 8:29 pm
Forum: Play-Testing Feedback
Topic: Happiness required for production/research is super annoying
Replies: 57
Views: 1768

Re: Happiness required for production/research is super annoying

ThinkSome wrote:
Wed Apr 22, 2020 8:24 pm
What is the meaning of happiness for Exobots? Shouldn't they always have max happiness (or not have this property at all), as they are just semi-autonomous robots following orders?
Robots have feelings too!
by swaq
Wed Apr 22, 2020 6:41 pm
Forum: Play-Testing Feedback
Topic: AI Colony base travelling the starlanes
Replies: 51
Views: 1488

Re: AI Colony base travelling the starlanes

Alright, I guess we can consider this a feature and not a bug. It will just need some adjustments in base hull description. Anyone against this? After thinking about this for a while I think I would slightly prefer just excluding engine parts from the colony base hull. Using the colony base hull th...
by swaq
Wed Apr 22, 2020 2:31 pm
Forum: Play-Testing Feedback
Topic: AI Colony base travelling the starlanes
Replies: 51
Views: 1488

Re: AI Colony base travelling the starlanes

I can also confirm this affects the official 0.4.9 release.
by swaq
Wed Apr 22, 2020 1:26 pm
Forum: Play-Testing Feedback
Topic: AI Colony base travelling the starlanes
Replies: 51
Views: 1488

Re: AI Colony base travelling the starlanes

I tried to compile release-v0.4.9, that already had the 3 slot base hulls (IIRC) to test if it was possible to mount engines on them, but my system (or configuration) no longer can compile that version, python issues. Can any Windows user test it with the available binaries in SourceForge? Just sta...
by swaq
Tue Apr 21, 2020 7:32 pm
Forum: Other Game Design
Topic: Updating predefined ship designs
Replies: 5
Views: 613

Re: Updating predefined ship designs

Organic/symbiotic troop ships
by swaq
Tue Apr 21, 2020 12:25 pm
Forum: General Discussion
Topic: Ninth game on the multiplayer slow game server
Replies: 256
Views: 4479

Re: Ninth game on the multiplayer slow game server

Oberlus wrote:
Tue Apr 21, 2020 9:57 am
For me, purposes of evacuation are
They can also be an alternative to concentration camps. If you want to put a different species on a planet.
by swaq
Mon Apr 20, 2020 9:43 pm
Forum: General Discussion
Topic: FreeOrion GENERAL mechanics: questions
Replies: 5
Views: 612

Re: FreeOrion GENERAL mechanics: questions

I believe it is possible for a planet to spawn with a scrying sphere so you would be able to see that. But seems way too uncommon to be useful. I've never built one myself though.
by swaq
Mon Apr 20, 2020 12:58 pm
Forum: General Discussion
Topic: Ninth game on the multiplayer slow game server
Replies: 256
Views: 4479

Re: Ninth game on the multiplayer slow game server

Cycle 42 - The answer to life, the universe, and everything The Divided Kingdom is uncharacteristically harmonious. Civil war is now far behind us and the economy is soaring. All we had to do was be a little tolerant of immigrants! The galaxy has been surprisingly quiet. Maybe too quiet. We'd like ...
by swaq
Sun Apr 19, 2020 5:23 pm
Forum: Play-Testing Feedback
Topic: Return of the regenerating shields/defenses invasion bug
Replies: 31
Views: 1191

Re: Return of the regenerating shields/defenses invasion bug

:lol: so everybody was just ignoring the bug? Well, it's indeed annoying, but it only means you have to wait for one turn to invade (or bring in troopers for the combat). Not big deal. I had been playing around it by either having the troops arrive two turns after initial combat or on the same turn...
by swaq
Sun Apr 19, 2020 1:57 pm
Forum: Play-Testing Feedback
Topic: Return of the regenerating shields/defenses invasion bug
Replies: 31
Views: 1191

Re: Return of the regenerating shields/defenses invasion bug

Another KISS idea: add minimal infrastructure to outposts? OTOH why did this bug reoccur? If I recall correctly this bug was unfixed when trying to fix the planets keep taking fire issue. Previously when ships fired indiscriminately the planets would always be hit (and resuppressed) regardless of w...