Search found 3826 matches
- Thu Jan 16, 2014 5:03 pm
- Forum: Play-Testing Feedback
- Topic: Common micromanagement problems
- Replies: 24
- Views: 3846
Re: Common micromanagement problems
Looking for colonizable planets. Planets aren't visible on the map, and their colonizability changes with technology and species, so I have to re-check them periodically. A sortable list of known planets, is one of the features a lot of us would like to see-- one of the many nobody has gotten aroun...
- Thu Jan 16, 2014 12:32 am
- Forum: Other Game Design
- Topic: SubMenu for Politics
- Replies: 1
- Views: 723
Re: SubMenu for Politics
Some political options are planned for later in the project.Adamant wrote:There are SubMenus for ShipDesign, Economy/Construction and Research.
No Matter how much Stuff you may add please spend for Politics such a SubMenu as well.
- Wed Jan 15, 2014 11:57 pm
- Forum: Play-Testing Feedback
- Topic: feedback on [6642]
- Replies: 9
- Views: 979
Re: feedback on [6642]
As for asteroid snails, perhaps I should just take the fuel scavanging off Asteroid Hulls even if it's left on other hulls, so that the snails really would move around quite slowly, or perhaps that behavior could just be gated by the ship's BuiltBy attribute. The description is: Feeding upon minera...
- Wed Jan 15, 2014 11:43 pm
- Forum: Scripting & Balancing
- Topic: Ship and ship parts balancing and flavor ideas
- Replies: 70
- Views: 12036
Re: Ship and ship parts balancing and flavor ideas
IMHO the idea of having different parts create special stat bonuses when combined with other parts/hulls/species is theoretically fine. The trick is presenting the information to the player so the bonuses are predictable and understandable. It isn't a super-challenging UI problem -- i've seen such t...
- Wed Jan 15, 2014 11:12 pm
- Forum: Other Game Design
- Topic: Dynamic resp rotating Galaxies
- Replies: 20
- Views: 4531
Re: Dynamic resp rotating Galaxies
Look, i'm glad you are interested in our project, and i know learning a second language is hard, but you are communicating very poorly . Many of your sentences are incomprehensible. Often i can guess at a phrase, but it doesn't usually fit together to produce a meaningful whole. You need to work har...
- Tue Jan 14, 2014 4:00 pm
- Forum: Other Game Design
- Topic: Dynamic resp rotating Galaxies
- Replies: 20
- Views: 4531
Re: Dynamic resp rotating Galaxies
Gameplay comes first, not realism. And if you want to get down to it, motion and rotation are relative. Since the entire game's context is a single galaxy, it would be senseless to show it's rotation relative to other points in space which have no bearing on the game. Anyway, i've heard a lot of pr...
- Thu Dec 19, 2013 7:52 pm
- Forum: General Discussion
- Topic: Freeorion cheats?
- Replies: 15
- Views: 9535
Re: Freeorion cheats?
If you want an unfair advantage, make the super-tester-takeover building. You may have to un-comment the building and species. They are much more powerful than other species.
Re: Greetings
Welcome!
There's still lots to be done in the graphics department.
There's still lots to be done in the graphics department.
- Mon Dec 09, 2013 3:00 am
- Forum: Scripting & Balancing
- Topic: WithinDistance 0 is not working
- Replies: 8
- Views: 2057
Re: WithinDistance 0 is not working
"Distinguishes natural geometric irregularities from enemy ships by manipulating space-time distortions caused by all objects in the vicinity. All objects at the same location have max stealth reduced by 20. The effect is non-stacking." Yep, that's ambigous. Hm... eleazar? Any comment on ...
- Sat Dec 07, 2013 3:51 am
- Forum: Play-Testing Feedback
- Topic: Bug in v6557 captured gg-generator working without orbgen
- Replies: 11
- Views: 2468
Re: Bug in v6557 captured gg-generator working without orbge
It seem perfectly reasonable to me that the status quo continues. It takes a significantly smaller amount of understanding to run something than to build a new one. I bet we all can operate cars, but not build new ones. You could imaging that the conquering empire captured some of the GGG's operator...
- Fri Dec 06, 2013 4:57 pm
- Forum: Other Game Design
- Topic: Requires at least ...
- Replies: 4
- Views: 820
Re: Requires at least ...
I don't think that would be that nice. It makes describing and charting tech prereqs more complicated for little gain. Not KISS.shawndream wrote:It would be nice to be able to design techs that could be unlocked by having some of their requirements (but not neccessarily all).
- Wed Dec 04, 2013 5:56 pm
- Forum: FreeOrion Project
- Topic: The Spam Plague
- Replies: 11
- Views: 2682
Re: The Spam Plague
Even when i don't have time to work on FO, I'll try to drop by routinely to make sure legit users don't have to wait too long.Moderation Screen wrote:There are no posts waiting for approval.
- Fri Nov 29, 2013 4:09 pm
- Forum: Play-Testing Feedback
- Topic: First Impressions
- Replies: 39
- Views: 3395
Re: First Impressions
Putting conquered planets in a special status that kept them segregated from your empire until you found a way to integrate them seems like it solves the steamrolling problem and the xenophobic problem. A special status for conquered planets should not be necessary with the approval/happiness syste...
- Fri Nov 29, 2013 4:03 am
- Forum: Play-Testing Feedback
- Topic: First Impressions
- Replies: 39
- Views: 3395
Re: First Impressions
Xenophobic races are awful to capture. I did not expect taking over one small colony to wind up penalizing all my others. I'm not particularly fond of that aspect of the current implementation of xenophobic, but it seems to be liked by some other content scripters. It doesn't make much sense to me ...
- Tue Nov 26, 2013 3:24 pm
- Forum: Programming
- Topic: pedia - Important info on top
- Replies: 11
- Views: 1240
Re: pedia - Important info on top
I agree.yandonman wrote:IMHO the "research by" information is the least important info on hulls and ship parts.