Search found 3826 matches

by eleazar
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...
by eleazar
Thu Jan 16, 2014 12:32 am
Forum: Other Game Design
Topic: SubMenu for Politics
Replies: 1
Views: 723

Re: SubMenu for Politics

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.
Some political options are planned for later in the project.
by eleazar
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...
by eleazar
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...
by eleazar
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...
by eleazar
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...
by eleazar
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.
by eleazar
Mon Dec 16, 2013 3:18 pm
Forum: Off-Topic
Topic: Greetings
Replies: 3
Views: 8266

Re: Greetings

Welcome!

There's still lots to be done in the graphics department.
by eleazar
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 ...
by eleazar
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...
by eleazar
Fri Dec 06, 2013 4:57 pm
Forum: Other Game Design
Topic: Requires at least ...
Replies: 4
Views: 820

Re: Requires at least ...

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).
I don't think that would be that nice. It makes describing and charting tech prereqs more complicated for little gain. Not KISS.
by eleazar
Wed Dec 04, 2013 5:56 pm
Forum: FreeOrion Project
Topic: The Spam Plague
Replies: 11
Views: 2682

Re: The Spam Plague

Moderation Screen wrote:There are no posts waiting for approval.
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.
by eleazar
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...
by eleazar
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 ...
by eleazar
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

yandonman wrote:IMHO the "research by" information is the least important info on hulls and ship parts.
I agree.