Search found 5760 matches
- Tue Nov 10, 2020 4:18 pm
- Forum: General Discussion
- Topic: Thirteenth game on the multiplayer slow game server
- Replies: 118
- Views: 16714
Re: Thirteenth game on the multiplayer slow game server
For next game, I propose no teams, forbidden diplomacy, disabled chats, temporal bans from the forum, bot networks for DDoS attacks on the email servers of anyone playing the game. That way I think we could make ThinkSome turn twice as fast than currently
- Tue Nov 10, 2020 12:32 pm
- Forum: Play-Testing Feedback
- Topic: Heavy asteroid hull 'Pedia typo
- Replies: 13
- Views: 3873
Re: Heavy asteroid hull 'Pedia typo
Well, maybe eight external slots... ten seems too many. But yes, there will be hulls with more than four internal slots.
- Tue Nov 10, 2020 12:18 pm
- Forum: Play-Testing Feedback
- Topic: Heavy asteroid hull 'Pedia typo
- Replies: 13
- Views: 3873
Re: Heavy asteroid hull 'Pedia typo
My own fluff/excuse for keeping asteroid hulls relatively low in internal/external ratio is that they need that much mass in their structure to not collapse due to own gravity. You get a sturdy and cheap vessel, but with relatively huge external and partition walls that occupy most of the internal ...
- Tue Nov 10, 2020 11:47 am
- Forum: Play-Testing Feedback
- Topic: Heavy asteroid hull 'Pedia typo
- Replies: 13
- Views: 3873
Re: Heavy asteroid hull 'Pedia typo
I don't mind making (radical) changes in current hull lines for current tech tree, but for themed tech tree I already had some directive (nothing written in stone) that doesn't include making asteroids the best hull line for carriers (that is reserved for Cyber and late-game Bio): I do not see anyt...
- Tue Nov 10, 2020 9:47 am
- Forum: Play-Testing Feedback
- Topic: Heavy asteroid hull 'Pedia typo
- Replies: 13
- Views: 3873
Re: Heavy asteroid hull 'Pedia typo
As volume increases a lot stronger (r^3) than surface area (r^2) in a compact object, we could also make this more pronounced with the heavier hulls (e.g. small 1ext1int, normal 2ext,3int, heavy asteroid 4ext9int- asteroid swarm and scattered asteroid do not have to follow this pattern). My own flu...
- Mon Nov 09, 2020 9:36 pm
- Forum: Play-Testing Feedback
- Topic: Specials and Monsters frequency
- Replies: 14
- Views: 4398
Re: Specials and Monsters frequency
Did I read that wrong or did you just *increase* the frequency of monsters on all three settings?? Yes. It's hard to get monster nests otherwise. With less specials (which were the source of so many maintenance ships and that kind of monsters in our games) there is considerable less overall monster...
- Mon Nov 09, 2020 4:22 pm
- Forum: General Discussion
- Topic: Thirteenth game on the multiplayer slow game server
- Replies: 118
- Views: 16714
Re: Thirteenth game on the multiplayer slow game server
We don't strangle our damned, we don't breath. We prefer dissolution.
- Mon Nov 09, 2020 9:00 am
- Forum: Scripting & Balancing
- Topic: Excruciating FOCS doubts
- Replies: 223
- Views: 25369
- Mon Nov 09, 2020 8:23 am
- Forum: General Discussion
- Topic: Thirteenth game on the multiplayer slow game server
- Replies: 118
- Views: 16714
Re: Thirteenth game on the multiplayer slow game server
Chato intelligence officers are asking around who to blame.
- Sat Nov 07, 2020 11:06 am
- Forum: General Discussion
- Topic: Thirteenth game on the multiplayer slow game server
- Replies: 118
- Views: 16714
- Fri Nov 06, 2020 4:35 pm
- Forum: General Discussion
- Topic: Thirteenth game on the multiplayer slow game server
- Replies: 118
- Views: 16714
- Fri Nov 06, 2020 1:04 pm
- Forum: General Discussion
- Topic: Thirteenth game on the multiplayer slow game server
- Replies: 118
- Views: 16714
Re: Thirteenth game on the multiplayer slow game server
I'm dying for next turn
- Fri Nov 06, 2020 9:29 am
- Forum: Other Game Design
- Topic: RFC: A single source for default values (FOCS, python, stringtables, backend)
- Replies: 79
- Views: 12703
Re: RFC: A single source for default values (FOCS, python, stringtables, backend)
x0.75 isn't ideal, but I doubt there's an easy way to otherwise control the formatting of such a value. I already went ahead in my local and changed the fixed values in percentage for the ×[[value RATIO]]. But I could register a new named value with value 100 * 0.75, then format it as [[value PERCE...
- Fri Nov 06, 2020 9:06 am
- Forum: General Discussion
- Topic: Thirteenth game on the multiplayer slow game server
- Replies: 118
- Views: 16714
Re: Thirteenth game on the multiplayer slow game server
when reloading a game where a policy-unloching tech was researched, the Sitrep goes now to turn n+1 (which only announces that the policy is now available). I wanted to attach an example here but the form says "Invalid file extension: bug sitrep.sav" So, you are at turn 100, you got the s...
- Thu Nov 05, 2020 7:13 pm
- Forum: Other Game Design
- Topic: bombardment revision suggestions
- Replies: 13
- Views: 2634