Search found 3459 matches

by Ophiuchus
Sun Jan 14, 2024 1:05 pm
Forum: Other Game Design
Topic: Multiple detection and ghosts
Replies: 0
Views: 610

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: 3502

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: 6158

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: 1484

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: 3502

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: 3502

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: 3502

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: 8250

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: 8250

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: 6158

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: 1014

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 ...
by Ophiuchus
Wed Jan 10, 2024 6:58 am
Forum: Play-Testing Feedback
Topic: Military stealth
Replies: 84
Views: 6285

Re: Military stealth

consensus about stealth was that it's broken by being nearly useless against human players... That it's now a possible tactic certainly enhances the game, and should be kept that way. mostly agree Also the main counter to dangerously big stealthy fleets may be: giving more stealth malus for large f...
by Ophiuchus
Tue Jan 09, 2024 12:43 pm
Forum: Other Game Design
Topic: scriptable planet actions/buttons
Replies: 2
Views: 6815

Re: scriptable planet actions/buttons

LienRag wrote: Mon Jan 08, 2024 5:28 pm There's also the "Annexation" button now.
Was it coded differently ?
yes, everything is implemented (mostly) in different ways. I did a bit more digging than in the OP, but I did not find a good solution yet. Thanks for reviving the thread, I forgot about it.
by Ophiuchus
Tue Jan 09, 2024 12:41 pm
Forum: Scripting & Balancing
Topic: Xenophobic frenzy
Replies: 4
Views: 548

Re: Xenophobic frenzy

PR-4839 for 0.5
and
PR-4840.

As I am the reason for this thread, I'll ask if power level of Trith is ok.

If they are e.g. too restricted in the beginning we could add half the self-sustaining bonus (and maybe half the frenzy malus) for adequate planets.
by Ophiuchus
Tue Jan 09, 2024 12:27 pm
Forum: Scripting & Balancing
Topic: Xenophobic frenzy
Replies: 4
Views: 548

Re: Xenophobic frenzy

I mistakenly thought this is not a bug. I'll make a PR