Search found 699 matches
- Sun Feb 09, 2014 2:25 am
- Forum: Scripting & Balancing
- Topic: Ship and ship parts balancing and flavor ideas
- Replies: 70
- Views: 11980
Re: Ship and ship parts balancing and flavor ideas
"Shield buddy": Staffed with a robotic species, in the case of 1 organic with network shield part and 1 robo-hull with network shield part, the Robo-hull would get 1 shield and the organic hull would get none. Or, one gravictic ship (w/ part) and 100 organic ships (w/ part) would give the ...
- Sun Feb 09, 2014 2:17 am
- Forum: Other Game Design
- Topic: Attack Range and Speed for combat
- Replies: 31
- Views: 4954
Re: Attack Range and Speed for combat
There are currently 16 weapon techs with 16 weapon parts. Adding just a LongRange (in addition to the current ShortRange) should do what to this set of tech/ship parts? Does every tech result in a Short and a Long range ship part? (16 techs = 32 weapon parts) Or are there other ideas/preferences?
- Sun Feb 09, 2014 1:59 am
- Forum: Support
- Topic: Windows: system Python installed = error
- Replies: 6
- Views: 1279
Windows: system Python installed = error
The python.exe distributed in the SDK is not a trusted file. My AV deleted it and I installed python 2.7.6 on my system and dropped the python.exe into the SDK folder. When I launch test builds of FO from the SDK folder, I get this error message (one for each FO process): RuntimeError.png Similar as...
- Sun Feb 09, 2014 1:49 am
- Forum: Scripting & Balancing
- Topic: Ship and ship parts balancing and flavor ideas
- Replies: 70
- Views: 11980
Re: Ship and ship parts balancing and flavor ideas
Removed "shield buddy" aspect Added explanation and lore Gave part a new icon. Made location require a robotic species for this part to be built into a ship (prevents accidentally building it with the wrong species). Didn't change algorithm as I can't win a game with this part , however I ...
- Wed Feb 05, 2014 9:08 am
- Forum: Play-Testing Feedback
- Topic: Monster movement #6824
- Replies: 28
- Views: 2500
Re: Monster movement #6824
Does that system have a populated planet (albeit, possibly not visible)? Some/most late game monsters are "attracted" to populated planets and will hover over them when they arrive.
- Wed Feb 05, 2014 2:35 am
- Forum: Play-Testing Feedback
- Topic: 6654 w/ Jan 26th content
- Replies: 41
- Views: 3688
Re: 6654 w/ Jan 26th content
I did not notice needing to set a focus to get the +4 effect...MatGB wrote:I don't think IL is too OTT given it requires the planet to be on that focus setting,
- Tue Feb 04, 2014 8:09 am
- Forum: Scripting & Balancing
- Topic: Ship and ship parts balancing and flavor ideas
- Replies: 70
- Views: 11980
Re: Ship and ship parts balancing and flavor ideas
Can we commit this patch?
- Sat Feb 01, 2014 2:43 am
- Forum: Scripting & Balancing
- Topic: Ship and ship parts balancing and flavor ideas
- Replies: 70
- Views: 11980
Re: Ship and ship parts balancing and flavor ideas
... wrt the Robotic Interface: Shields part?
- Sat Feb 01, 2014 2:42 am
- Forum: Programming
- Topic: FleetWnd resize (minor)
- Replies: 2
- Views: 602
Re: FleetWnd resize (minor)
The proposed position would look like this on the (default) 1024x768. IMO, that's too much interface and the Messages Window is useless from a gameplay perspective. (this proposed default positioning would annoy me, personally - though I don't speak for everyone) The patch would (on the default) onl...
- Fri Jan 31, 2014 4:39 pm
- Forum: Scripting & Balancing
- Topic: Ship and ship parts balancing and flavor ideas
- Replies: 70
- Views: 11980
Re: Ship and ship parts balancing and flavor ideas
Any update here?
- Fri Jan 31, 2014 9:39 am
- Forum: Programming
- Topic: FleetWnd resize (minor)
- Replies: 2
- Views: 602
FleetWnd resize (minor)
Made width of FleetWnd same as MessagesWng so that the FleetWnd won't overlap with the EmpiresWnd.
- Thu Jan 30, 2014 6:04 am
- Forum: Play-Testing Feedback
- Topic: 6756
- Replies: 10
- Views: 8387
Re: 6756
yandonman wrote: LOVE the Merge Fleet (wish it was accessible from the main-map fleet icon) Why? You'd have to go into the fleets window anyway to see the results. Because I found my self repeatedly trying to do this action from the main-map fleet icon. I wasn't thinking about it, I was just trying...
- Wed Jan 29, 2014 8:22 am
- Forum: Play-Testing Feedback
- Topic: 6756
- Replies: 10
- Views: 8387
6756
Notes from build 6756 Non-transparent background graphics Xetronium Armor (ship part) Larval Kraken LOVE the Merge Fleet (wish it was accessible from the main-map fleet icon) Default fleet stance (defensive) is not right for attack ships What I find myself doing is merge, followed by using the "...
- Mon Jan 27, 2014 3:54 am
- Forum: Scripting & Balancing
- Topic: Ship and ship parts balancing and flavor ideas
- Replies: 70
- Views: 11980
Re: Ship and ship parts balancing and flavor ideas
My notes on a few play-throughs:
* Organics are still more powerful
* Has a power spike at early mid game, and then another at early late game.
* Is weak in the early game as well as late game.
* Fractals are still more powerful
* Organics are still more powerful
* Has a power spike at early mid game, and then another at early late game.
* Is weak in the early game as well as late game.
* Fractals are still more powerful
- Mon Jan 27, 2014 12:26 am
- Forum: Play-Testing Feedback
- Topic: 6654 w/ Jan 26th content
- Replies: 41
- Views: 3688
6654 w/ Jan 26th content
6654 w/ Jan 26th content New games don't product any planets. Loading old games works fine. eta: UniverseGenerator.py rev 6735 has some .cpp dependent changes, so it won't work with b6654. Reverting to rev 6611 does work with build 6654. However, there were no logs in either freeorgion.log or freeor...