Search found 3464 matches

by Oberlus
Mon Apr 05, 2021 10:23 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 96
Views: 4725

Re: Testing Government and Influence

I think the idea of influence is cool but it's making the games really long and uneventful. I've set all of my non-exobot species to focus on influence and I'm still -20 per turn. The main point currently with influence (if you try to keep it stable) is that adding a another planet or outpost to yo...
by Oberlus
Mon Apr 05, 2021 10:20 am
Forum: Other Game Design
Topic: Research observations, experience => ideas
Replies: 21
Views: 699

Re: Research observations, experience => ideas

What is the gameplay benefit? What I can see is less predictability in the tech race - mainly for all-or-nothing stuff like stealth and detection. As a side note: adding randomization on one side would be enough (certainly do not randomize effect AND cost) The benefit? I don't see it either, apart ...
by Oberlus
Mon Apr 05, 2021 8:00 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 96
Views: 4725

Re: Testing Government and Influence

I think the idea of influence is cool but it's making the games really long and uneventful. I've set all of my non-exobot species to focus on influence and I'm still -20 per turn. Not only unfinished, influence is broken because of that, sources and sinks are not balanced. With current version you ...
by Oberlus
Mon Apr 05, 2021 6:57 am
Forum: Other Game Design
Topic: Research observations, experience => ideas
Replies: 21
Views: 699

Re: Research observations, experience => ideas

MoO2 does that. For those that didn't play MoO2, this is the way it worked: Each tech has a fixed cost, C, and the player invests research points on it, in a counter X. Probability of breakthrough (discover the tech) is equal to (X-C)/C. When X<C chance is 0, when X>=2C chance is 100%. So when you ...
by Oberlus
Sun Apr 04, 2021 5:00 pm
Forum: Audio
Topic: Music
Replies: 28
Views: 949

Re: Music

human2, I love your track (both older and newer). GJ!
by Oberlus
Sat Apr 03, 2021 11:00 pm
Forum: Other Game Design
Topic: Research observations, experience => ideas
Replies: 21
Views: 699

Re: Research observations, experience => ideas

MoO2 does that.
by Oberlus
Sat Apr 03, 2021 10:57 pm
Forum: Other Game Design
Topic: Rework pop. bonuses for Tall vs Wide and Terraforming
Replies: 43
Views: 2496

Re: Rework pop. bonuses for Tall vs Wide and Terraforming

Does that mean you get the additional population while the policy is active and lose it when the policy is replaced? Regarding tedious clicking: The game does a good job in reducing it in general. The only building I sometimes start building on a lot of planets at once it the light house. But then ...
by Oberlus
Sat Apr 03, 2021 8:58 am
Forum: General Discussion
Topic: Fiftteent game on the multiplayer slow game server
Replies: 270
Views: 4337

Re: Fiftteent game on the multiplayer slow game server

Ophiuchus wrote: Sat Apr 03, 2021 8:31 am Some religous parts of our troops went to Herd to celebrate some holiday it seems. Nailing the lords to crosses or something.
Gysache declare VENDETTA on Ophiuchus empire.
by Oberlus
Fri Apr 02, 2021 7:10 pm
Forum: Other Game Design
Topic: Rework pop. bonuses for Tall vs Wide and Terraforming
Replies: 43
Views: 2496

Re: Rework pop. bonuses for Tall vs Wide and Terraforming

Sooner or later players will go for tall and wide anyway. Yes. Lets make it later :) Terraforming and Gaiaforming should come sooner in the tech tree, I think, to help early tall path. Currently Gaia is quite late game, and Terraforming is mid-late, more late than mid because the renevue you get do...
by Oberlus
Fri Apr 02, 2021 10:12 am
Forum: General Discussion
Topic: Fiftteent game on the multiplayer slow game server
Replies: 270
Views: 4337

Re: Fiftteent game on the multiplayer slow game server

Invisible enemies everywhere! We need more detection!
by Oberlus
Thu Apr 01, 2021 5:00 pm
Forum: General Discussion
Topic: Fiftteent game on the multiplayer slow game server
Replies: 270
Views: 4337

Re: Fiftteent game on the multiplayer slow game server

LienRag wrote: Thu Apr 01, 2021 4:17 pm Isn't it a good way to cheat, if I was so inclined ?
No, server logic rules. So you just get incorrect info from your client, but the results of effects, combats, etc. will be the same for all players.
by Oberlus
Thu Apr 01, 2021 9:59 am
Forum: General Discussion
Topic: Fiftteent game on the multiplayer slow game server
Replies: 270
Views: 4337

Re: Fiftteent game on the multiplayer slow game server

LienRag, you better undo whatever you changed, since it can make your client to tell you incorrect things (because server has different logic).
by Oberlus
Thu Apr 01, 2021 7:56 am
Forum: General Discussion
Topic: Fiftteent game on the multiplayer slow game server
Replies: 270
Views: 4337

Re: Fiftteent game on the multiplayer slow game server

swaq wrote: Thu Apr 01, 2021 1:57 am
Oberlus wrote: Wed Mar 31, 2021 10:22 am (the English expression "whoop for joy" is too dull.)
I'm pretty sure I've never heard that phrase in my life.
Neither I did. It's a British expression, I think. My source is wordreference forums.
by Oberlus
Wed Mar 31, 2021 2:01 pm
Forum: General Discussion
Topic: Fiftteent game on the multiplayer slow game server
Replies: 270
Views: 4337

Re: Fiftteent game on the multiplayer slow game server

Yeah. I was surprised to see that battle triggered. I didn't even know the fleet was in that system (I thought it was in the next one and I was just waiting for the storm to pass away).
by Oberlus
Wed Mar 31, 2021 11:27 am
Forum: Other Game Design
Topic: Research observations, experience => ideas
Replies: 21
Views: 699

Re: Research observations, experience => ideas

Usually, I don't like randomization if it implies significative chances of bad/good luck. At least when playing against other human players. In MoO2 I liked the dichotomies between Creative (slow research but you get everything) and Non-Creatives (faster research from ther racial picks but you can't...