Search found 3293 matches

by MatGB
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 ...
by MatGB
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 ·...
by MatGB
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...
by MatGB
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...
by MatGB
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...
by MatGB
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...
by MatGB
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.
by MatGB
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...
by MatGB
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...
by MatGB
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...
by MatGB
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...
by MatGB
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...
by MatGB
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...
by MatGB
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...
by MatGB
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.