I've got a Scrying Sphere (in the 16th game) but I didn't get my Social Slot ?
Testing Government and Influence
Moderator: Oberlus
Forum rules
Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Re: Weekly Release Notes / Up-to-date Test Snap
Re: Weekly Release Notes / Up-to-date Test Snap
the effect was added in april and should be in the game. you need to have a capital for it to work. else i dont see a reason why it shouldnt work. (else mark the turn for later analysis)
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Weekly Release Notes / Up-to-date Test Snap
I don't have the tech, though.
The planet was gifted to me.
The planet was gifted to me.
Re: Weekly Release Notes / Up-to-date Test Snap
Tech should not matter AFAICS. The effect is on the building and not gated by the tech.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Weekly Release Notes / Up-to-date Test Snap
Maybe some weirdness related to changing owner by gifting? Maybe the building is still owned by the previous owner? Can you dump the building stats from the object menu please (I guess the owner should be part of that)?
Anyway please open a separate topic for that or better, an issue on git hub.
This topic is for informing people of new snap releases.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13587
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Weekly Release Notes / Up-to-date Test Snap
Stupid me, I saw the icon on the planet - Nordia - but it was in construction, not finished...Geoff the Medio wrote: ↑Tue Jul 06, 2021 8:11 amI connected to look, but didn't see one owned by you in the objects list...
(sorry Ophiuchus, last post about this topic)
Re: Weekly Release Notes / Up-to-date Test Snap
Balance-wise, you may be right, but gameplay-wise, it's both tedious and probably a no-brainer.Geoff the Medio wrote: ↑Sun Jul 04, 2021 9:19 amIf you want to go to that much effort to destroy 5 ships, then I guess you earned it? It's probably even fine in-universe: "Hey ally, wanna use eachother's old junk ship hulls for some target practice?" ... "Sure!"
Something similar after killing five (armed) monsters would be more interesting (and of course more difficult, also viable only in Galaxies which have monsters).
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13587
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Testing Government and Influence
There's a bit of an awkward exploit to get around paying for "allied repair policy" in that you can use gifting to repair ships then gift back. Not sure if/how much of a problem that is.
Re: Testing Government and Influence
2 possible fixes:
1. Revert it to not needing a policy. You can exploit it anyway
2. Make it supercheap. It's too expensive anyway. (my preferene)
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13587
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Testing Government and Influence
I also vaguely plan to make gifting cost IP. This is somewhat similar to issues with tech trading in many games, where it's effectively a bonus for both involved empires at effectively no cost, which leads to a bunch of balance issues with it.
Gifting a species an empire doesn't have would cost more.
Not sure if it's worth worrying about the oft-mentioned exploit of temporarily going to war to do the exchange without the fees...
Gifting a species an empire doesn't have would cost more.
Not sure if it's worth worrying about the oft-mentioned exploit of temporarily going to war to do the exchange without the fees...
Re: Testing Government and Influence
Very good idea !
I don't understand ? Going to war prevents from making exchanges of ships afaik ?Geoff the Medio wrote: ↑Fri Jul 09, 2021 6:49 am Not sure if it's worth worrying about the oft-mentioned exploit of temporarily going to war to do the exchange without the fees...
Or do you mean mutual invasion ? There is a Stability cost in doing that.
Re: Weekly Release Notes / Up-to-date Test Snap
Of course but they're harder to kill than chaff. And probably a bit funnier, as one has to chase them.Geoff the Medio wrote: ↑Thu Jul 08, 2021 10:06 pmMonsters count as ships for purposes of this requirement...
It's also a bonus for being first to kill Sentries when there aren't enough Wandering Monsters.
I guess most of the time, except in situations where a player will have cheap monsters flying around to get easy kills, with your proposed Policy the process will be mutual killing of empty small hulls...
Re: Testing Government and Influence
I've noticed another issue with influence in that it tends to lead to a bit more micro with fiddling with your focuses. It hasn't been too bad so far, but it is there and can be annoying with a lot of planets to go through. The trouble is that unlike PP and RP you probably want your IP generation to sit near an equilibrium point. When it drops into negative you fiddle to bring it into positive. If it grows larger you can get more PP/RP switching focuses so you fiddle again etc. etc.