Search found 3459 matches

by Ophiuchus
Tue Jan 30, 2024 11:54 am
Forum: Play-Testing Feedback
Topic: Military stealth
Replies: 84
Views: 6285

Re: Military stealth

Somewhat around this topic, is it considered "normal" that neutrals, even though supposedly do not see you, they shoot at you from the get go, bout 1, once combat happens? ? no, I'd consider that a bug ? The difference with neutrals is that there is no "neutral" fraction - so th...
by Ophiuchus
Tue Jan 30, 2024 11:39 am
Forum: Other Game Design
Topic: Obstruction + hidden ships design
Replies: 18
Views: 1659

Re: Obstruction + hidden ships design

But it gets complicated with aggressive hidden fleets. If obstructive stance does this, aggressive stance also should also reveal fleets. Not sure what the complication is here? Aggressive stance should reveal fleets if combat occurs and obstructive stance should reveal fleets if obstruction occurs...
by Ophiuchus
Mon Jan 29, 2024 9:38 am
Forum: Other Game Design
Topic: Obstruction + hidden ships design
Replies: 18
Views: 1659

Re: Obstruction + hidden ships design

And I believe these might need to be the ships at the blockade that need to see you, not some remote scanner, or at least not ally's scanner. I think in MP22 I was able to pass o01eg's blockade that couldn't see me, even though I was in range of Ophiuchus scanners that would see me, and they were a...
by Ophiuchus
Mon Jan 29, 2024 7:05 am
Forum: Other Game Design
Topic: Obstruction + hidden ships design
Replies: 18
Views: 1659

Re: Obstruction + hidden ships design

I would prefer no visibility changes because of obstruction for reasons of simplicity. The way to get more intel would be to send a military ship/provoke a combat. Tangent question. How do you feel about partial visibility. e.g. A sensor ghost with no combat information The main reason why I did no...
by Ophiuchus
Fri Jan 26, 2024 1:36 pm
Forum: Other Game Design
Topic: Obstruction + hidden ships design
Replies: 18
Views: 1659

Re: Obstruction + hidden ships design

Non-armed non-aggressive ships do not trigger combat. But obstructing those gives visibility of the obstructor fleet to the obstructed empire (note that this may leak more information than triggering combat) Non-armed non-aggressive ships do not trigger combat. But obstructing those gives visibilit...
by Ophiuchus
Fri Jan 26, 2024 10:04 am
Forum: Other Game Design
Topic: Obstruction + hidden ships design
Replies: 18
Views: 1659

Re: Obstruction + hidden ships design

...first part without obstruction... Combat triggers when an Attacker fleet tries to traverse a system occupied by Defender: I take that 'tries to traverse a system' means that the attacker is trying to leave the system but could not? So if that system was the intended end system no combat triggers...
by Ophiuchus
Wed Jan 24, 2024 8:30 pm
Forum: Other Game Design
Topic: Obstruction + hidden ships design
Replies: 18
Views: 1659

Obstruction + hidden ships design

Hi this is a discussion thread to figure out how obstruction could/should work especially in the presence of undetected enemy ships. triggering combat use case list; We are in a system. Empire G(andhi) is at peace with all empires. Empires B and C (obstruCtor) are at war with each other. Empire B an...
by Ophiuchus
Wed Jan 24, 2024 12:58 pm
Forum: FreeOrion Project
Topic: Topics for online voice chat meeting January 30th 2024
Replies: 3
Views: 721

Re: Topics for online voice chat meeting January 30th 2024

State of PRs/ a pass over the PRs.
by Ophiuchus
Wed Jan 24, 2024 12:47 pm
Forum: Play-Testing Feedback
Topic: Military stealth
Replies: 84
Views: 6285

Re: Military stealth

There is no peace in the Dark Forest :) Anyway that is intended to be a valid strategy. (With the last stage may be becoming star born when they have to give up stealthed planets). Suppose the final proposed changes is not to make whole -20 (much) earlier, but -10. Which can still be countered via ...
by Ophiuchus
Wed Jan 24, 2024 12:22 am
Forum: Play-Testing Feedback
Topic: Colonial bootstrapping freezes stability drop
Replies: 14
Views: 1484

Re: Colonial bootstrapping freezes stability drop

Added PR-4849 which moves the stability growth of bootstrapping to the end of effects processing. Please test.

edit: was tested successfully
by Ophiuchus
Tue Jan 23, 2024 11:58 pm
Forum: General Discussion
Topic: Up-to-date Test Snap
Replies: 280
Views: 58450

Re: Up-to-date Test Snap

Track Arch Channel Version Revision Progress Expires at latest amd64 stable v0.5 352 - - beta 2024-01-22.373998f4f 426 - - beta/slow-game-026 2024-01-22.373998f4f 426 - 2024-02-22T00:00:00Z beta/20240104-InitiateCombatForHiddenBlockade 2024-01-05.e9c7496fe 424 - 2024-02-05T00:00:00Z
by Ophiuchus
Tue Jan 23, 2024 11:53 pm
Forum: Play-Testing Feedback
Topic: Military stealth
Replies: 84
Views: 6285

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: 1484

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: 1484

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: 4651

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?