Voker57 wrote: ↑Thu May 28, 2020 12:10 am
* AIs take over for conceded players (if it needs a bigger server, how bigger in $?)
I'd like that too. It seems the only way to make it fair for everyone in every situation (when one is conquering another player's empire that then concedes, if empire completely fades off the conquering empire that put military effort into it does not get the benefits from such investment, it's really annoying; when a player that wasn't fighting anyone concedes for whatever reason and the assets stay there unprotected, nearby human players get a big advantage).
* Fixed version is used for entire game (bugfixes might be cherry-picked, windows... Anybody plays windows?)
I'd like to use v0.4.10+ with tweaked bouts per combat (PR#2962
, it's FOCS only so it would be doable without Windows/MacOS builds).
* Proper HW spreading, I think it's random now? Spreading HWs like ends of spokes of a wheel could work.
We can use ring galaxy shape for that.
I would also like to change HS_MAX_JUMP_DISTANCE_LIMIT
to 20. The reason is that with current value (10), algorithm only ensure that minimum distance even if the galaxy could allow much more. I once started a game in a galaxy with 50 systems per empire in which the four empires were all clustered in one side of the galaxy, allowing two of the empires to expand freely for ages while the other two were forced to fight for new colonies. Changing it to 20 does not create any problems, tested. Since game is created by server, only the server needs that change.
I don't want fixed teams.
Next game should be maximum one human player victory. And I would prefer diplomacy disabled (permanent war) so that groups of players cannot gang up temporarily to attack someone else except if both have different paths to reach. This couples well with ring shape where only two empires can attack any other one. But we should use HS_MAX_JUMP_DISTANCE_LIMIT>10 if we are using more than 25 systems per player, or we'll get that some players start packed up between two other and some will have extra space.
ThinkSome wrote: ↑Thu May 28, 2020 12:20 am
* 2* tech cost, 1-1.5* hull cost, 0.3-0.7* part cost, 0.5*building cost.
You want less chaff, but your numbers are batshit.
Must keep vanilla balance between research and production or all game balance goes to hell. So tech cost must stay as 2x part cost.
Since both colony/outpost parts and any other ship part share the same multiplier (part cost), you can't make chaff more expensive without also making scouts more expensive and colonization cheaper with respect to vanilla balance. And adjusting colony/outpost parts to be more expensive without also making weapon parts more expensive means you might be better off building early armies than going for peaceful colonization. Whatever you change means a cascade of game balance disruption.
We now have Arc Disruptor besides fighters to combat enemies abusing chaff, there is no real need to disable chaff strategies.
Also, we have now different output balance to properly test, I do want to try new vanilla statistics.
ThinkSome, I hope you can play in a ring galaxy with no teams. I'm also looking forward for you to finish your server (no need for Windows builds IMO) to play there with your fixations.