Search found 3293 matches
- Sun Oct 29, 2017 3:21 am
- Forum: Support
- Topic: Parse error in saved ship files
- Replies: 4
- Views: 6318
Re: Parse error in saved ship files
Ah, um, the problem here is having used the most recent test version to see if it works then going back to one that's less buggy on the machine isn't expected behaviour, the ship savegame backend has been redesigned substantially to allow for reordering and similarly useful stuff so a UUID has been ...
- Tue Oct 24, 2017 3:12 am
- Forum: General Discussion
- Topic: Monster Detection Strength
- Replies: 6
- Views: 2006
Re: Monster Detection Strength
And thanks for pointing out it's not clear, given how much I like the way it works giving some character to an otherwise boring hull it needs to be explained well enough that someone not reading the scripts can at least predict behaviour, so Improve description of Spatial Flux Hull stealth effects ·...
- Mon Oct 23, 2017 9:12 pm
- Forum: Other Game Design
- Topic: bombardment revision suggestions
- Replies: 13
- Views: 2599
Re: bombardment revision suggestions
I would prefer to let bombardment weapons additionally participate in combat but only target planets. This is conflating two separate things... "Bombardment" as now is a way to let ship parts cause effects on planets when targeted on them. Those effects can include but are not at all limi...
- Mon Oct 23, 2017 3:07 pm
- Forum: General Discussion
- Topic: Monster Detection Strength
- Replies: 6
- Views: 2006
Re: Monster Detection Strength
So why was my Flux Scout, with a stealth of 25, destroyed by a Monster with a Detection of 20? OK, I've read more info in the hull description and it seems that the 25 stealth listed is not really accurate. Because the Flux hull has no internal slots does just researching the stealth techs gain the...
- Mon Oct 23, 2017 12:27 am
- Forum: General Discussion
- Topic: Monster Detection Strength
- Replies: 6
- Views: 2006
Re: Monster Detection Strength
For anything unowned, the range is the strength. That probably needs to be better documented, I had to ask when redoing scripts for them awhileback and thought I'd put something in but knowing me I either forgot or put it somewhere less than useful. (NB: the detection ranges for the guardians are de...
- Fri Oct 20, 2017 12:14 am
- Forum: Play-Testing Feedback
- Topic: I dislike the newer ship design screen
- Replies: 5
- Views: 1065
Re: I dislike the newer ship design screen
I have vague memories of that being a problem when I had that bug, so yeah, no deliberate changes were made for that to be happening and I have zero clue how to sort. You can create save ships in a text file and fill them with basic parts to replace fairly easily as a workaround, but that's not idea...
- Thu Oct 19, 2017 6:08 pm
- Forum: Play-Testing Feedback
- Topic: Supply problem
- Replies: 19
- Views: 2699
Re: Supply problem
You can't push supply into a system that has positive supply, only zero or below supply can be pushed past, that's by design.
- Tue Oct 17, 2017 10:29 am
- Forum: Play-Testing Feedback
- Topic: Interstellar Lighthouse
- Replies: 7
- Views: 1775
Re: Interstellar Lighthouse
We've discussed the Lighthouse and the Scanning Facility before, both as currently scripted go against the no-micromanagement goals of the game and are, at some point, due a revamp, but the details haven't really been discussed. Given the lightouse has two distinct roles and explicitly different use...
- Mon Oct 16, 2017 2:36 pm
- Forum: Play-Testing Feedback
- Topic: Supply problem
- Replies: 19
- Views: 2699
Re: Supply problem
I suppose overthinking this issue too much would end up adding too much extra micromanagement. Bingo. I would like it if a planet on Defence focus would intitiate combat and also block supply regardless, but that's one of those wishlist features that's beyond my coding chops. For what it's worth, w...
- Sun Oct 15, 2017 1:52 pm
- Forum: Other Game Design
- Topic: Suggestions for a Carrier/Fighter revision
- Replies: 27
- Views: 5542
Re: Suggestions for a Carrier/Fighter revision
On the fire on launch turn thing, a different option occurred: Combat Air Patrols If a fleet hasn't moved that turn, a proportion of its fighters are in the air ready to defend, with more on standby: yes, this gives the defended an advantage but that's a balance concern. I also want fighters availab...
- Sun Oct 15, 2017 10:08 am
- Forum: Play-Testing Feedback
- Topic: Supply problem
- Replies: 19
- Views: 2699
Re: Supply problem
Huge planet = -2 supply, Kobuntura = +1 supply, so you'd need to have Orbital Construction plus at least one or Galactic Infrastructure or Gravitic Architecture to have at least 1 supply coming from that system. Enemy supply can't propagate into a system that has at least one supply, but can overrid...
- Sat Oct 14, 2017 12:26 pm
- Forum: Scripting & Balancing
- Topic: How do you add species?
- Replies: 6
- Views: 6198
Re: How do you add species?
It will almost certainly be taking the default files from the same place if you've got two installs running, and that would be the problem: if you're using a Test build, use the new create persistent config option after editing the location. If you are going to be changing files &c, I strongly r...
- Fri Oct 13, 2017 1:05 pm
- Forum: Play-Testing Feedback
- Topic: Feedback after couple of games
- Replies: 21
- Views: 4313
Re: Feedback after couple of games
For what it's worth, we're very open that the current numbers (all of them, including launch bay capacity) for Fighters are subject to review, Geoff picked the initial numbers and I then tried to tweak and balance them so they were workable, I'm still not sure I made the right call in making them up...
- Fri Oct 13, 2017 12:35 pm
- Forum: Other Game Design
- Topic: Tech to change star type?
- Replies: 23
- Views: 3347
Re: Tech to change star type?
But all the value of a blue star is lost by turning it into a black hole. It stops benefiting phototropes, can no longer run your stellar generator (which I'm pretty sure would have stacked with the black hole generator), and while they retain the ability to build energy hulls the value added there...
- Thu Oct 12, 2017 12:39 pm
- Forum: Other Game Design
- Topic: order cancellation
- Replies: 8
- Views: 1456
Re: order cancellation
Monster bombarb is scripted differently and occurs during effects processing when they're there, ships that bombard have different scripts: when Geoff (I think) introduced the bombard mechanic it was shoehorned onto existing parts but we've never redone it from scratch properly.