Search found 3433 matches

by Ophiuchus
Mon Feb 19, 2024 3:36 pm
Forum: Play-Testing Feedback
Topic: Checkpoints Policy Review + Related stealth changes
Replies: 15
Views: 823

Re: Checkpoints Policy Review + Related stealth changes

It's no fun for me to play 50 turns doing nothing but rushing for Omi-Scanner because I can't spot my enemy. it certainly would make sense to add some detection tech before omni scanner. Maybe another planetary stealth too. So there is again a research race. which your all-mighty empire hopefully w...
by Ophiuchus
Sat Feb 17, 2024 9:45 pm
Forum: Play-Testing Feedback
Topic: Checkpoints Policy Review + Related stealth changes
Replies: 15
Views: 823

Re: Checkpoints Policy Review + Related stealth changes

If I got it right, you have to stay 4 turns in one system to get the full -20 stealth of lvl 2 distortion modulator. I don't like that. That's 4 turns for the hidden planet to act, e.g. evacuate, place defence focus and keep hidden or build ships. That would make distortion modulator nearly useless...
by Ophiuchus
Thu Feb 15, 2024 4:50 pm
Forum: General Discussion
Topic: Up-to-date Test Snap
Replies: 279
Views: 57359

Re: Up-to-date Test Snap

and released latest weekly build on slow-game-026 atest amd64 stable v0.5 352 - - beta 2024-02-13.547a8ece7 429 - - beta/slow-game-026 2024-02-13.547a8ece7 429 - 2024-03-16T00:00:00Z
by Ophiuchus
Wed Feb 14, 2024 7:56 am
Forum: General Discussion
Topic: Up-to-date Test Snap
Replies: 279
Views: 57359

Re: Up-to-date Test Snap

released latest weekly test build on beta

Code: Select all

  latest/beta:      2024-02-13.547a8ece7     2024-02-14 (429) 366MB -
by Ophiuchus
Tue Feb 13, 2024 12:41 pm
Forum: General Discussion
Topic: Twenty-sixth game on the multiplayer slow game server
Replies: 322
Views: 187682

Re: Twenty-sixth game on the multiplayer slow game server

so you build independence decree on Rana Beta I ? and was that happening the turn before? The independence decree (was that what I used? one building to get rid of the outpost) was built and finished, and the outpost marked as unowned, very many turns before DrKosy got there. Do you know if you had...
by Ophiuchus
Tue Feb 13, 2024 9:48 am
Forum: General Discussion
Topic: Twenty-sixth game on the multiplayer slow game server
Replies: 322
Views: 187682

Re: Twenty-sixth game on the multiplayer slow game server

drkosy wrote: Mon Feb 12, 2024 9:43 pm I run into a strange combat report at Rana Beta.
could you note the turn?

so you build independence decree on Rana Beta I ? and was that happening the turn before?
by Ophiuchus
Sun Feb 11, 2024 11:21 am
Forum: Other Game Design
Topic: Influence mechanics brainstorming
Replies: 66
Views: 5108

Re: Influence mechanics brainstorming

And I am against it because it means that playing on a big Galaxy will be the same than playing on a smaller one, instead of producing different challenges. Incorrect, as I already told you several times in the past years: There are parameters for that. You could have a small galaxy that is impossi...
by Ophiuchus
Sun Feb 11, 2024 9:49 am
Forum: Other Game Design
Topic: Influence mechanics brainstorming
Replies: 66
Views: 5108

Re: Influence mechanics brainstorming

Removing influence cost for planets set to influence focus basically would side step the snowballing restriction too easily I think. I prefer making-use-of-neutrals I think. Anyone knows where exobots are currently standing? I'm quite sure a good solution would be to change the IP cost to take into ...
by Ophiuchus
Sat Feb 10, 2024 8:43 pm
Forum: General Discussion
Topic: Up-to-date Test Snap
Replies: 279
Views: 57359

Re: Up-to-date Test Snap

released latest weekly test build on beta and slow-game-026 latest amd64 stable v0.5 352 - - beta 2024-02-02.c7613c6b6 428 - - beta/slow-game-026 2024-02-02.c7613c6b6 428 - 2024-03-11T00:00:00Z
by Ophiuchus
Mon Feb 05, 2024 3:24 pm
Forum: Scripting & Balancing
Topic: Sly and Environmentalism
Replies: 1
Views: 235

Re: Sly and Environmentalism

+1
by Ophiuchus
Fri Feb 02, 2024 9:59 am
Forum: Play-Testing Feedback
Topic: Allied Repair/Traffic Control/Lighthouses/Flanking
Replies: 2
Views: 449

Re: Allied Repair/Traffic Control/Lighthouses/Flanking

Yeah allied traffic control seems like a really good idea. Giving the speed boost to also to allied empires in range (if they adopt the policy). Hm. What about likes and dislikes? Allied reformation would mean taking away the possibility to use the building without the policy. (Its possible to use c...
by Ophiuchus
Fri Feb 02, 2024 9:51 am
Forum: General Discussion
Topic: Twenty-sixth game on the multiplayer slow game server
Replies: 322
Views: 187682

Re: Twenty-sixth game on the multiplayer slow game server

BlueAward wrote: Fri Feb 02, 2024 7:52 am And the change to give outposting rights to noncolonizing yet shipbuilding species! Awesome! Not sure if it's in the weekly build now thay I have a newer one
should be in the weekly (so it should be on the server). was merged as result of the dev meeting
by Ophiuchus
Fri Feb 02, 2024 7:58 am
Forum: Play-Testing Feedback
Topic: Checkpoints Policy Review + Related stealth changes
Replies: 15
Views: 823

Re: Checkpoints Policy Review + Related stealth changes

the -10 stealth from an earlier distortion modulator would fit with the +10 stealth from focus/policy. i think this is a good idea - to accompany earlier access to anti-planetary stealth with a counter and protection focus is a good candidate. Setting a planet to defense denies most resource gains ...
by Ophiuchus
Fri Feb 02, 2024 7:01 am
Forum: General Discussion
Topic: Twenty-sixth game on the multiplayer slow game server
Replies: 322
Views: 187682

Re: Twenty-sixth game on the multiplayer slow game server

I just wanted to make a note I like how playing at 100% research costs made you think about those costs. It really makes a difference to play at even 80% costs. Ophiuchus asked about default research costs at the online meeting and whether they felt too slow or the right pace. I don't have any part...
by Ophiuchus
Thu Feb 01, 2024 1:10 pm
Forum: Other Game Design
Topic: Obstruction + hidden ships design
Replies: 17
Views: 1602

Re: Obstruction + hidden ships design

Hidden/undetected ships are stopped for one turn at the blockade regardless of the blockader not seeing them. But then the undetected, non-aggressive (not-initiating-combat) ships can continue their way next turn. So I guess there is some form of blockade thingy in the backend even for undetected s...