Search found 3433 matches

by Ophiuchus
Sat Dec 18, 2021 12:56 pm
Forum: Scripting & Balancing
Topic: Influence Dept reset when no Policies
Replies: 24
Views: 1776

Re: Influence Dept reset when no Policies

Maybe just delaying the effect for e.g. 10 turns is enough as a mostly working fix?
by Ophiuchus
Sat Dec 18, 2021 11:44 am
Forum: Other Game Design
Topic: Likes and dislikes for species?
Replies: 40
Views: 4326

Re: Likes and dislikes for species?

... Population Reprocessing Centers : ... how about Population Upcycling Center? This indicates making some use of "worthless life forms" without specifying the way of generating value. (this could be forced labour, reprocessing, zoo, upgrading them to (thought) machines using neurotech,....
by Ophiuchus
Sat Dec 18, 2021 11:36 am
Forum: Scripting & Balancing
Topic: Influence Dept reset when no Policies
Replies: 24
Views: 1776

Re: Influence Dept reset when no Focuses

ah that fixed the "AI always kill themselves with influence debt". It is not meant specifically for AIs, but regardless of that, AIs don't get different game mechanics than human players (except for a couple bonuses on beginner mode). it allows playing without caring about influence (this ...
by Ophiuchus
Sat Dec 18, 2021 10:30 am
Forum: General Discussion
Topic: Eighteenth game on the multiplayer slow game server
Replies: 177
Views: 14447

Re: Eighteenth game on the multiplayer slow game server

I saw something that's not necessarily a bug, but is a little strange. Maybe its intended behavior. Its now turn 45 and if I hit next on my situation report, I have a situation report for turn 46. This report contains the unlocked policies from the tech I finished researching on turn 45. Yes, that ...
by Ophiuchus
Fri Dec 17, 2021 10:35 pm
Forum: Other Game Design
Topic: Likes and dislikes for species?
Replies: 40
Views: 4326

Re: Likes and dislikes for species?

...who don't mind other in-game species / populations / empires condemning or otherwise negatively reacting to the action, or who specifically want to make a show to their favoured population that they are getting rid of the undesired population. This general concept is and should not be a specific...
by Ophiuchus
Fri Dec 17, 2021 8:47 pm
Forum: General Discussion
Topic: Eighteenth game on the multiplayer slow game server
Replies: 177
Views: 14447

Re: Eighteenth game on the multiplayer slow game server

Oberlus wrote: Fri Dec 17, 2021 5:41 pm
LienRag wrote: Fri Dec 17, 2021 5:24 pm Yes but I'm used to a Symbiotic having 10 structure 15 with Reinforced Hull, so 400 seems a real lot to me (and I don't understand how much it would be in francs).
Update your numbers.
He just said that he is used to the old numbers.
by Ophiuchus
Fri Dec 17, 2021 4:23 pm
Forum: General Discussion
Topic: Eighteenth game on the multiplayer slow game server
Replies: 177
Views: 14447

Re: Eighteenth game on the multiplayer slow game server

LienRag wrote: Fri Dec 17, 2021 4:22 pm Thanks, I'm still lost in the new values for armor and damage (like the way I'm still not able to figure out what euros are worth).
euros are still: damage*structure
by Ophiuchus
Fri Dec 17, 2021 4:22 pm
Forum: General Discussion
Topic: Eighteenth game on the multiplayer slow game server
Replies: 177
Views: 14447

Re: Eighteenth game on the multiplayer slow game server

Wobbly used well his Wungums, I have to admit. I'm not sure if their 400 structures that early in the game are really balanced ? It's certainly an interesting line now, anyway. It's actually about the same structure as 2 zortiums on a robotic which are cheaper to research (though more expensive to ...
by Ophiuchus
Fri Dec 17, 2021 4:01 pm
Forum: General Discussion
Topic: Eighteenth game on the multiplayer slow game server
Replies: 177
Views: 14447

Re: Eighteenth game on the multiplayer slow game server

Its turn 44. Interesting ship hull and weapon choices. Ophiuchus went for flux bubbles and lances first, mainly as disruptors, and area control and for fine structure at low research cost. Next were fighters and now asteroid hulls. Wobbly fields in flux core hull with lasers and lances. LienRag also...
by Ophiuchus
Fri Dec 17, 2021 11:59 am
Forum: Other Game Design
Topic: Likes and dislikes for species?
Replies: 40
Views: 4326

Re: Likes and dislikes for species?

rename concentration camps "Extermination Camps" perhaps? No camps in the name. It should look like free will/ a good thing on the surface. More a self-sacrifing ideal/policy thing combined with "Supermotivation Arcologies". Visible fences and brutal authorities is much too 19th...
by Ophiuchus
Fri Dec 17, 2021 10:35 am
Forum: Other Game Design
Topic: Likes and dislikes for species?
Replies: 40
Views: 4326

Re: Likes and dislikes for species?

we could refluff/rename concentration camps - using mind tricks to make people work themselves to death is usually not considered the same as death/labor camps. just dont know if it ties so much with the supremacy/xenophobic theme so much Players need a way to empty a planet and in the end Evacuate ...
by Ophiuchus
Wed Dec 15, 2021 12:30 pm
Forum: General Discussion
Topic: Up-to-date Test Snap
Replies: 279
Views: 57640

Re: Weekly Release Notes / Up-to-date Test Snap

Stable 0.4.10 build is available on channel 0.4.10/stable; the 0.4.10 channel is also the current default channel (v0.4.10.2 rev=231 amd64; v0.4.10.1 rev=216 i386). Current Weekly test build based on master released: freeorion_2021-12-13.d81306e rev=270 channel= edge (amd64) freeorion_2021-11-27.cd8...
by Ophiuchus
Tue Dec 14, 2021 8:53 am
Forum: Other Game Design
Topic: It would be interesting to find alien values
Replies: 7
Views: 3017

Re: Use species values instead of likes and dislikes for every policy

What would be interesting would be to find some really Alien ones... Since I'm not an Alien myself it's difficult to find good examples, but let's say Watery/Dry or Anionic/Cationic or Occlusive/Explosive or whatever. Of course the difficulty is then to justify why some type of war is "watery&...
by Ophiuchus
Wed Dec 08, 2021 10:54 pm
Forum: Scripting & Balancing
Topic: New special: World Tree
Replies: 19
Views: 4631

Re: New special: World Tree

LienRag wrote: Wed Dec 08, 2021 7:07 pm
LienRag wrote: Sun Aug 22, 2021 7:05 pm Spawnlimit should be something like a "number of players" (or "number of players"/2 or /n) with conditions of distance from any Homeworld (again, to limit luck factor).
Is that technically possible, by the way ?
Parser does not support valuerefs there, so currently not.
by Ophiuchus
Wed Dec 08, 2021 9:24 pm
Forum: FreeOrion Project
Topic: 0.5 release
Replies: 125
Views: 12636

Re: 0.5 release

LienRag wrote: Fri Jul 16, 2021 4:38 pm
Ophiuchus wrote: Fri Jul 16, 2021 1:14 pm
Grummel7 wrote: Sun Jul 11, 2021 12:48 pm one thing that definitely needs to be done for the release is a pedia page telling how to get policy slots.
For techs it should be shown in the tech tree as well
It is, but it's not legible if you don't know precisely where to search.
I meant in the tree view (where it does not exist)