Search found 3433 matches

by Ophiuchus
Tue Jan 23, 2024 11:53 pm
Forum: Play-Testing Feedback
Topic: Military stealth
Replies: 73
Views: 5914

Re: Military stealth

Distortion modulator unlocking (much) earlier would make those pesky Sly a yummy target earlier. Lembala'lam or setinons too. I guess, yay? That sounds rather like a nay to me. (Peaceful) hidden expansion should be possible for Sly. This includes that it is hard or expensive to open up their planet...
by Ophiuchus
Thu Jan 18, 2024 9:21 am
Forum: Play-Testing Feedback
Topic: Colonial bootstrapping freezes stability drop
Replies: 14
Views: 1461

Re: Colonial bootstrapping freezes stability drop

BlueAward wrote: Sun Jan 14, 2024 7:26 pmWIll try to narrow down more specific repro steps
if that is too hard, a save file (with description how you got into that state) would also be sufficient.

If it is an ongoing effect/if to reproduce one simply has to turn.
by Ophiuchus
Thu Jan 18, 2024 9:18 am
Forum: Play-Testing Feedback
Topic: Colonial bootstrapping freezes stability drop
Replies: 14
Views: 1461

Re: Colonial bootstrapping freezes stability drop

Well one thing I am not sure that I need to check in practice is if sethappiness value = Value actually freezes the value at current, or does nothing i.e. actually allows it to fall naturally. Cause if so, then issue is elsewhere indeed The Value valueref is the current value during processing. So ...
by Ophiuchus
Tue Jan 16, 2024 1:15 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

LienRag wrote: Thu Nov 03, 2022 11:45 am
wobbly wrote: Wed Nov 02, 2022 12:46 am My suggestion is 1 translator/empire
That would remove the difference between the first that you build to get the Policy slot and the others that you build where you'll need them.
i am bit out of context, why do i need a translator at a certain place?
by Ophiuchus
Sun Jan 14, 2024 1:05 pm
Forum: Other Game Design
Topic: Multiple detection and ghosts
Replies: 0
Views: 594

Multiple detection and ghosts

i think this warrants its own thread Another piece of weirdness besides stealth and flanking is detection and detection range, but it gets updated several times, so it's like same turn you get multiple readings which may be confusing but eh, fine (like you get a glimpse of something right after move...
by Ophiuchus
Sun Jan 14, 2024 12:14 pm
Forum: Play-Testing Feedback
Topic: Cognitive dissonance around how Flanking works
Replies: 32
Views: 3438

Re: Cognitive dissonance around how Flanking works

so second try, consistency based offensive flanking should apply pre-combat (should depend on move orders/actual count of starlanes entered regardless of origin; could depend in some cases on blockades; policy deapplication; maybe should also count if reinforcements arrive) defensive flanking should...
by Ophiuchus
Sun Jan 14, 2024 12:13 pm
Forum: Other Game Design
Topic: Playing with universe gen
Replies: 57
Views: 6035

Re: Playing with universe gen

I was thinking about the possibility, for the potential chokepoints guarding the lode space, to have either Monsters or Specials that destroy any fleet superior to, let's say, five ships. well.. show us by providing us with a galaxy we can play. a save file would also do. I think there are some way...
by Ophiuchus
Sat Jan 13, 2024 6:30 pm
Forum: Play-Testing Feedback
Topic: Colonial bootstrapping freezes stability drop
Replies: 14
Views: 1461

Re: Colonial bootstrapping freezes stability drop

Maybe if that policy is moved to python, it can have fancier effect application, but in FOCS, That won't help. python is only available for meta-programming, not for actual effects. As far as i get it, the effect was introduced in commit dcfc9642827948cc14c42df401ec6832c19fffee and was intended to ...
by Ophiuchus
Fri Jan 12, 2024 8:49 pm
Forum: Play-Testing Feedback
Topic: Cognitive dissonance around how Flanking works
Replies: 32
Views: 3438

Re: Cognitive dissonance around how Flanking works

Anyways, advancing from higher ground makes no sense in space, so yeah, better don't fluff. you can keep that sarcasm. That was clearly no space opera fluff explanation, just a reminder that such differences do exist. The distance between systems is measured in many light years. Or the movement bet...
by Ophiuchus
Thu Jan 11, 2024 8:44 pm
Forum: Play-Testing Feedback
Topic: Cognitive dissonance around how Flanking works
Replies: 32
Views: 3438

Re: Cognitive dissonance around how Flanking works

ion storm stealth bonus; is probably fine like it is I prefer to apply the effects of the current space where the object is when whatever happens. So IMO there should be no stealth bonus the turn after you exited an ion storm. Conversely, no shield malus when exiting that field that negates them. E...
by Ophiuchus
Wed Jan 10, 2024 11:27 am
Forum: Play-Testing Feedback
Topic: Cognitive dissonance around how Flanking works
Replies: 32
Views: 3438

Re: Cognitive dissonance around how Flanking works

so currently
  • offensive flanking should apply pre-combat
  • defensive flanking should apply pre-combat
  • ion storm stealth bonus; is probably fine like it is
what about in-system stealth boni (from sun type)?

no other +1 turn weirdness comes to mind?
by Ophiuchus
Wed Jan 10, 2024 11:09 am
Forum: Other Game Design
Topic: Territorial and extraterritorial warfare
Replies: 6
Views: 8093

Re: Territorial and extraterritorial warfare

Oberlus wrote: Wed Jan 10, 2024 8:45 am If this is fit, I would create a new thread for anomalies suggestions, since this is not about warfare.
+1
by Ophiuchus
Wed Jan 10, 2024 8:36 am
Forum: Other Game Design
Topic: Territorial and extraterritorial warfare
Replies: 6
Views: 8093

Re: Territorial and extraterritorial warfare

Is it considered fitting for FreeOrion to have one-time Specials that give their bonus to the first ship they encounter and disappear after that ? I mean, like giving +30 speed, or +10 stealth, or +50 structure, or +20 Detection Range, things like that ? i dont see anything wrong with it in princip...
by Ophiuchus
Wed Jan 10, 2024 8:10 am
Forum: Other Game Design
Topic: Playing with universe gen
Replies: 57
Views: 6035

Re: Playing with universe gen

Lode space is where the juicy planets are. a traditional setup would be our ring galaxy with a 'lode space' core in the middle What would be needed in the backend is the possibility to tag areas of space, so that Universe generation scripts (and most importantly, those who decide of specials) would...
by Ophiuchus
Wed Jan 10, 2024 8:02 am
Forum: Translations
Topic: All translations, easy.
Replies: 4
Views: 897

Re: All translations, easy.

but entire pages. we do not have entire pages of text. we have small text snippets mixed and reused in different context (many are also parametrized). i do not know if any of the LLMs or other AI currently are able to handle snippets. If you know about an example, please provide it. This currently ...