Search found 685 matches
- Wed Aug 03, 2016 1:34 pm
- Forum: Play-Testing Feedback
- Topic: Improving the AI - research order?
- Replies: 24
- Views: 2789
Re: Improving the AI - research order?
So it seems to make little sense to write down a fixed order. In most games I dont even research the mass drivers, exept when meeting an early enemy with a production heavy race. That tech order could be so much better, if it was fit to the current game state of the AI: Are your next steps peaceful...
- Wed Aug 03, 2016 9:52 am
- Forum: Scripting & Balancing
- Topic: New special: Asteroid Coating
- Replies: 29
- Views: 7407
Re: New special: Asteroid Coating
That works. Thanks dbenage-cx.dbenage-cx wrote:I don't know of a way to return a special as the target/candidate. Maybe remove the existing special and add an alternative lower stealth special (two definitions).
PR has been created: https://github.com/freeorion/freeorion/pull/833
- Tue Aug 02, 2016 10:28 pm
- Forum: Play-Testing Feedback
- Topic: Improving the AI - research order?
- Replies: 24
- Views: 2789
Re: Improving the AI - research order?
Because there is an old issue in the issue tracker concerning AI research (https://github.com/freeorion/freeorion/issues/633), i tried observing the AI's and their tech developement today. The result so far: Couldn't observe anything clearly wrong. In fact the initial enqueued list looks quite solid...
- Tue Aug 02, 2016 10:50 am
- Forum: Scripting & Balancing
- Topic: New special: Asteroid Coating
- Replies: 29
- Views: 7407
Re: New special: Asteroid Coating
When scope = Source, the special will reduce the stealth of the planet (Asteroids) which is not intended.dbenage-cx wrote:I'm guessing it should work as mat suggested though:Code: Select all
scope = Source activation = OwnedBy affiliation = AnyEmpire
- Tue Aug 02, 2016 9:37 am
- Forum: Story
- Topic: Lembala'Lam
- Replies: 13
- Views: 10478
Re: Lembala'Lam
But if you exclude these effects (by that I assume you mean they don't work on Lembala'Lam pop at all), then the pop will stay fixed at 5 at all times, no point in discussing options A and B - or am I missing something obvious here? The initial version was uneffected by evacuation, concentration ca...
- Tue Aug 02, 2016 8:22 am
- Forum: Story
- Topic: Lembala'Lam
- Replies: 13
- Views: 10478
Re: Lembala'Lam
In this case you have to make sure pop can regrow even if reduced to zero - or adjust the lore to say that there need to be at least a min pop left to operate the transfer-your-mind-to-spare-clone technology. If the entire pop is killed, the whole system breaks down and all remain dead. Are there a...
- Mon Aug 01, 2016 7:43 pm
- Forum: Scripting & Balancing
- Topic: New special: Asteroid Coating
- Replies: 29
- Views: 7407
Re: New special: Asteroid Coating
While trying to implement this special i encountered a problem with FOCS that i need some help with: When the planet with the Asteroid Coating special is owned by an empire the stealth of the special is upposed to be reduced by -20. Sounds simple, but i haven't found a way to script the right scope!...
- Mon Aug 01, 2016 5:44 pm
- Forum: Story
- Topic: Lembala'Lam
- Replies: 13
- Views: 10478
Re: Lembala'Lam
Also, while granting techs is a good thing for late-game natives to do, if you need Sensors to detect them aren't you already likely to have Lifecycle Manipulation? Perhaps Cyborgs given they are cyborgs? The Cyborg tech in FO is more advanced than the tech the Lembala'lam use. Lifecycle Manipulati...
- Sun Jul 31, 2016 10:51 am
- Forum: Story
- Topic: Lembala'Lam
- Replies: 13
- Views: 10478
Lembala'Lam
Here is a new native species: Lembala'Lam Egocentric, degenerated ancient reptiles that no longer reproduce. Description: The Lembala'Lam are an ancient species in the evening of its existence. They had some apparent resemblance with reptiles such as snakes or geckos, but most of their original phys...
- Sun Jul 31, 2016 10:28 am
- Forum: Play-Testing Feedback
- Topic: Replace DejaVuSans font by FreeSans font
- Replies: 26
- Views: 2990
Re: Replace DejaVuSans font by FreeSans font
The font looks smoother, but the letter "l" seems to be positioned too far on the right and touches the next letter which disturbs me a little bit.
- Fri Jul 29, 2016 6:24 pm
- Forum: Scripting & Balancing
- Topic: Planetary stealth specials
- Replies: 29
- Views: 5354
Re: Planetary stealth specials
I'm guessing it's a historic holdover and should be removed regardless of what we end up doing with the rest of the conceit, unless there's a very good apparent reason they should all work in the same way. I made a PR that fixes the Volcanic Ash specials: https://github.com/freeorion/freeorion/pull...
- Fri Jul 29, 2016 9:28 am
- Forum: Scripting & Balancing
- Topic: Planetary stealth specials
- Replies: 29
- Views: 5354
Re: Planetary stealth specials
I have a question about something i noticed today: What's the VOLCANIC_ACTIVITY_SPECIAL for? Should it be removed? These are the stealth specials: CLOUD_COVER_MASTER_SPECIAL CLOUD_COVER_SLAVE_SPECIAL VOLCANIC_ASH_MASTER_SPECIAL VOLCANIC_ACTIVITY_SPECIAL VOLCANIC_ASH_SLAVE_SPECIAL DIM_RIFT_MASTER_SPE...
- Wed Jul 27, 2016 5:42 pm
- Forum: Other Game Design
- Topic: Honeycomb special creates systems with stars but no planets
- Replies: 21
- Views: 2534
Re: Honeycomb special creates systems with stars but no plan
I've retested it on my seed, it appears to have not caused the problem but it's not going to be an easy one to be sure of, it should work so we're good for now. To test it, i've changed the Honeycomb to affect ALL planets and let the Krakens spawn more Nests than planets in the galaxy. That way i c...
- Wed Jul 27, 2016 12:55 pm
- Forum: Other Game Design
- Topic: Honeycomb special creates systems with stars but no planets
- Replies: 21
- Views: 2534
Re: Honeycomb special creates systems with stars but no plan
I fixed the problem by assigning a stackinggroup to these effects, so once the Honeycomb has affected a Gas Giant the Kraken Nest effect will no longer apply. PR: https://github.com/freeorion/freeorion/pull/802
- Wed Jul 27, 2016 8:40 am
- Forum: Other Game Design
- Topic: Honeycomb special creates systems with stars but no planets
- Replies: 21
- Views: 2534
Re: Honeycomb special creates systems with stars but no plan
I'm assuming that setting a priority for each should sort it, but we know from things like Sitreps that that doesn't always prevent clashes, and testing it will be a massive pain without changing the honeycomb spawn limit as it's a post game start effect so using the same key doesn't guarantee the ...