Search found 245 matches

by ThinkSome
Fri Nov 13, 2020 6:18 pm
Forum: Scripting & Balancing
Topic: Balancing the Playable species
Replies: 35
Views: 8982

Re: Balancing the Playable species

this is exactly how I destroyed Swaq's early fleet. He (etty) simply could not see my (trith) incoming 60 speed frigates. I don't think the detection range is of such tactical help after active radar, but it is a strategic asset.
by ThinkSome
Thu Nov 12, 2020 5:16 pm
Forum: General Discussion
Topic: Fourteenth game on the multiplayer slow game server
Replies: 167
Views: 3664

Re: Fourteenth game on the multiplayer slow game server

All that would be good to have, but it isn't implemented not even in master, less in the release. But patches would be welcome at any time. I fear you get discouraged to play this time if we don't do fixed teams. Let me tell you that, with this game, with these people, it's more than probable to pl...
by ThinkSome
Thu Nov 12, 2020 3:16 pm
Forum: General Discussion
Topic: Fourteenth game on the multiplayer slow game server
Replies: 167
Views: 3664

Re: Fourteenth game on the multiplayer slow game server

I would like to try even closer alliances: 1) Shared research at 400-500% the cost. I guess an easy way to implement this would be to unlock research for all empires in the alliance once one empire has it. 2) Shared production. Add production items "Stockpile transfer to <empire>", which transfers p...
by ThinkSome
Thu Nov 12, 2020 1:31 pm
Forum: General Discussion
Topic: Thirteenth game on the multiplayer slow game server
Replies: 118
Views: 3086

Re: Thirteenth game on the multiplayer slow game server

Today must be the 4th time that we destroyed swaq/ophi fleet without large losses. And I see another fleet gathering near celtsi. This time including wobbly's ships ;) Should go easier now with swaq's economy scattered and in shambles. Also relieves poor Oberlus from having to deal with ophi-reinfo...
by ThinkSome
Thu Nov 12, 2020 1:01 am
Forum: Play-Testing Feedback
Topic: Make mid-game organic hulls more accessible
Replies: 12
Views: 800

Re: Make mid-game organic hulls more accessible

Indeed, the advanced Organic Hulls tend to come in a batch... Organic Incubator is 8 turns, not 12, do you have specific game settings ? And it's long to produce but quite cheap, I don't really see a problem there - the only problem one could see is that the Organic Hull itself is useless since the...
by ThinkSome
Wed Nov 11, 2020 11:21 pm
Forum: General Discussion
Topic: Thirteenth game on the multiplayer slow game server
Replies: 118
Views: 3086

Re: Thirteenth game on the multiplayer slow game server

4 ~medium good planets in my vicinity and 3 gas gen systems. I had more PP than both my teammates for most of the game.
by ThinkSome
Wed Nov 11, 2020 10:54 pm
Forum: General Discussion
Topic: Thirteenth game on the multiplayer slow game server
Replies: 118
Views: 3086

Re: Thirteenth game on the multiplayer slow game server

swaq wrote: Wed Nov 11, 2020 10:47 pm Oh good, then maybe if o01eg hadn't contributed anything we would have been even. Two empires versus one...
He didn't. As I recall, the only warships I got from him were the two starting frigates and a cruiser. It was two empire versus one, you and Ophiuchus versus me for most of the game.
by ThinkSome
Wed Nov 11, 2020 10:35 pm
Forum: General Discussion
Topic: Fourteenth game on the multiplayer slow game server
Replies: 167
Views: 3664

Re: Fourteenth game on the multiplayer slow game server

Also fixed teams?


I'm in, someone has to put the slow into the "multiplayer slow game server" :)
by ThinkSome
Wed Nov 11, 2020 10:21 pm
Forum: General Discussion
Topic: Thirteenth game on the multiplayer slow game server
Replies: 118
Views: 3086

Re: Thirteenth game on the multiplayer slow game server

Symbiotic hulls have 15 stealth by default. Ophiuchus had 10 detection so some ships went undetected in the first bout. I assumed you had a huge fleet amassing but we were already lost so had to risk going to battle. That was Ophiuchus. I had built some flak for him after I took over but it was all...
by ThinkSome
Wed Nov 11, 2020 8:44 pm
Forum: General Discussion
Topic: Thirteenth game on the multiplayer slow game server
Replies: 118
Views: 3086

Re: Thirteenth game on the multiplayer slow game server

Another turn (107), another battle with no losses. 10 dead organic warships (2k HP total) to 0 ours. Looks like swaq jumped the slow fleet ahead but left the fast ones to follow next turn. But we jumped at the same time. Though, honestly, we would have won even with all his fleet in one piece. Our b...
by ThinkSome
Wed Nov 11, 2020 3:01 pm
Forum: Other Game Design
Topic: Make terraforming (and perhaps GAIA transform) cheaper
Replies: 8
Views: 700

Re: Make terraforming (and perhaps GAIA transform) cheaper

Sorry, I just had to vent. Reading the formula, it seems that it only gets 40% cheaper if the empire has the terraforming policy? Even with that it'd be too expensive I'm afraid. 42 turns to make cost for a medium planet? Hmm, I have a poor medium planet that shows -6, but then I have +3 for XenoGen...
by ThinkSome
Wed Nov 11, 2020 2:45 pm
Forum: Other Game Design
Topic: Make terraforming (and perhaps GAIA transform) cheaper
Replies: 8
Views: 700

Re: Make terraforming (and perhaps GAIA transform) cheaper

People are already complaining that one has to be a walking encyclopedia to play FO. Making the formulas even more unreadable and throwing in policies will just make it even less accessible to newbies. Even after 1.5 multiplayer longturn games I have to browse the source and test things in singlepla...
by ThinkSome
Tue Nov 10, 2020 11:43 pm
Forum: Other Game Design
Topic: Repairs at friendly planets without drydock
Replies: 9
Views: 707

Repairs at friendly planets without drydock

Since each planet is able to spawn a basic inter-planetary hull, that means that it is able to launch things into space and thus it is also able to supply repair material to vessels in orbit. But, since repairs without an atmosphere of a drydock are much harder, this should be slow. Let's say 0.05 s...
by ThinkSome
Tue Nov 10, 2020 11:19 pm
Forum: Play-Testing Feedback
Topic: Make mid-game organic hulls more accessible
Replies: 12
Views: 800

Make mid-game organic hulls more accessible

Currently, the better organic warship hulls are locked behind 200RP "Lifecycle management". I propose that "Lifecycle management" is split into two 100RP items: "Lifecycle management" that makes new colonies start with 1.5-2.0 pop and is a dependency for the "megafauna endocrine systems" and the ite...