Search found 3433 matches
- Wed Jan 10, 2024 6:58 am
- Forum: Play-Testing Feedback
- Topic: Military stealth
- Replies: 73
- Views: 5914
Re: Military stealth
consensus about stealth was that it's broken by being nearly useless against human players... That it's now a possible tactic certainly enhances the game, and should be kept that way. mostly agree Also the main counter to dangerously big stealthy fleets may be: giving more stealth malus for large f...
- Tue Jan 09, 2024 12:43 pm
- Forum: Other Game Design
- Topic: scriptable planet actions/buttons
- Replies: 2
- Views: 6805
Re: scriptable planet actions/buttons
yes, everything is implemented (mostly) in different ways. I did a bit more digging than in the OP, but I did not find a good solution yet. Thanks for reviving the thread, I forgot about it.
- Tue Jan 09, 2024 12:41 pm
- Forum: Scripting & Balancing
- Topic: Xenophobic frenzy
- Replies: 4
- Views: 533
Re: Xenophobic frenzy
PR-4839 for 0.5
and
PR-4840.
As I am the reason for this thread, I'll ask if power level of Trith is ok.
If they are e.g. too restricted in the beginning we could add half the self-sustaining bonus (and maybe half the frenzy malus) for adequate planets.
and
PR-4840.
As I am the reason for this thread, I'll ask if power level of Trith is ok.
If they are e.g. too restricted in the beginning we could add half the self-sustaining bonus (and maybe half the frenzy malus) for adequate planets.
- Tue Jan 09, 2024 12:27 pm
- Forum: Scripting & Balancing
- Topic: Xenophobic frenzy
- Replies: 4
- Views: 533
Re: Xenophobic frenzy
I mistakenly thought this is not a bug. I'll make a PR
- Mon Jan 08, 2024 10:15 am
- Forum: Other Game Design
- Topic: Asteroid Colonization
- Replies: 3
- Views: 6319
Re: Asteroid Colonization
I think influence upkeep could be a way to go to allow general settling on asteroids. Make an asteroid colony count as much as three(?) planets or something (if not a native asteroid(/good environment?) species)? So early on colonisation on asteroids would not be too bad, but later economically proh...
- Sat Jan 06, 2024 1:13 pm
- Forum: General Discussion
- Topic: Twenty-sixth game on the multiplayer slow game server
- Replies: 322
- Views: 187716
Re: Twenty-sixth game on the multiplayer slow game server
Just a note that the snap latet/beta/slow-game-026 is also updated. And another note PR-4835 triggers combat also for hidden obstruction fleets. So there is always a way to engage a blockade. (not yet merged, snap release latest/beta/20240104-InitiateCombatForHiddenBlockade ). Please try to find bug...
- Sat Jan 06, 2024 1:05 pm
- Forum: General Discussion
- Topic: Up-to-date Test Snap
- Replies: 279
- Views: 57693
Re: Up-to-date Test Snap
released weekly test build and PR-4835 Track Arch Channel Version Revision Progress Expires at latest amd64 stable v0.5 352 - - beta 2023-12-28.e0f6a04cc 423 - - beta/slow-game-026 2023-12-28.e0f6a04cc 423 - 2024-02-05T00:00:00Z beta/20240104-InitiateCombatForHiddenBlockade 2024-01-05.e9c7496fe 424 ...
- Fri Jan 05, 2024 4:25 pm
- Forum: Play-Testing Feedback
- Topic: git-HEAD default aggression make the game tedious for humans-players
- Replies: 40
- Views: 6540
Re: git-HEAD default aggression make the game tedious for humans-players
added a PR-4835 . code analysis before The function ServerApp::CombatConditionsInSystem returns true if combat should be triggered in a system. CombatConditionsInSystem for each aggressive fleet find the empires it is at war with GetFleetsVisibleToEmpireAtSystem for each fleet in the system check if...
- Fri Jan 05, 2024 9:07 am
- Forum: Play-Testing Feedback
- Topic: Cognitive dissonance around how Flanking works
- Replies: 32
- Views: 3438
Re: Cognitive dissonance around how Flanking works
I hope devs reconsider this and change it for good, it's been years of players complaining about the one turn delay unwanted feature / annoying bug. It is not an issue of reconsidering. Nobody really opposed this. I would really like to have that. What would really like: Turn 1 movement: 2 ship arr...
- Thu Jan 04, 2024 8:23 am
- Forum: Play-Testing Feedback
- Topic: Cognitive dissonance around how Flanking works
- Replies: 32
- Views: 3438
Re: Cognitive dissonance around how Flanking works
quoting wobblys new post so it does not get buried on the previous page: I'm bumping this thread as I mentioned flanking weirdness elsewhere. 2 ships (system A) ----- 5 ships (system B) 1 jump difference, the 2 ships have flanking. The 2 ships always out number the 5 regardless of who attacks who. W...
- Wed Jan 03, 2024 9:21 pm
- Forum: Other Game Design
- Topic: Nearly Universal Translator is a spammable building
- Replies: 33
- Views: 4581
Re: Nearly Universal Translator is a spammable building
oopsiBlueAward wrote: ↑Wed Jan 03, 2024 5:51 pmGreat! though I guess that was different thread about itOphiuchus wrote: ↑Wed Jan 03, 2024 5:16 pm Added issue Obstructing hidden ship does not trigger combat
- Wed Jan 03, 2024 5:16 pm
- Forum: Other Game Design
- Topic: Nearly Universal Translator is a spammable building
- Replies: 33
- Views: 4581
- Wed Jan 03, 2024 4:20 pm
- Forum: Play-Testing Feedback
- Topic: Military stealth
- Replies: 73
- Views: 5914
Re: Military stealth
Self-gravs seemed to lose their place when design simplicity became a policy. And a red ship is the right size for design simplicity and stealthy. Red ships are strong without stealth, you need to reach capital ships to find something better. Ok; design simplicity favoring organic line makes a lot ...
- Mon Jan 01, 2024 7:24 pm
- Forum: Play-Testing Feedback
- Topic: Military stealth
- Replies: 73
- Views: 5914
Re: Military stealth
One guess of mine: people who do not play stealthy tend to forget the cost for making ships stealthy. Maybe balance shifted, but asteroid hulls, robotic hull and gravitational hull were much more combat-value-per-PP efficient ship hulls than the organic ones. For surprising stealth attacks one basic...
- Sat Dec 30, 2023 8:18 pm
- Forum: Play-Testing Feedback
- Topic: Bugs in MP 25th
- Replies: 75
- Views: 10163
Re: Bugs in MP 25th
Maybe make UI reveal known data? in general case +1 (mostly for debugging) i guess currently display is based on visibility map (and stale visibility map). if the universe has objects in the universe which are in neither visibility map, we probably show/log that - i think that is always(?) an error.