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by sven
Mon Nov 16, 2020 11:17 pm
Forum: General Forum
Topic: Foreign trade routes mechanics?
Replies: 12
Views: 2154

Re: Foreign trade routes mechanics?

If there are other players who report finding the Phidi frustrating to play against , maybe you should look into tuning them down, but I'm happy with where they're at from the perspective of a Phidi player. Yeah, AI's don't really play Phidi the same way a player does -- in particular, the AI doesn...
by sven
Mon Nov 16, 2020 10:56 pm
Forum: General Forum
Topic: Foreign trade routes mechanics?
Replies: 12
Views: 2154

Re: Foreign trade routes mechanics?

Ever get a chance to check on that? Sorry, got distracted :oops: The problem with our earlier math is that I misread how the Phidi trade route bonus works. I'd told you I though it added a 50% bonus to the max routes gained from other empires trading with Phidi, but, I was wrong. Whatever my intent...
by sven
Mon Nov 16, 2020 9:57 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1723
Views: 953493

Re: Report - Current Bugs and Issues

I found a minor graphical bug in the current stable version (r38774): When I finished researching Bionomics I had a 3/4 planet that turned into a 3/5 planet. After the research completion the planet has now less lights and structures visible. I guess because the game now thinks it is relatively les...
by sven
Sun Oct 25, 2020 4:20 pm
Forum: General Forum
Topic: Foreign trade routes mechanics?
Replies: 12
Views: 2154

Re: Foreign trade routes mechanics?

That in turn means that their bonus to your trade cap will only be (66/223)*.1 = 3% (rather than the max 10% you'd get if their domestic trade capacity was as big as yours). Oh, wait, my math is wrong here. Our guess is that your domestic trade capacity is actually 146, so the bonus to your cap fro...
by sven
Sun Oct 25, 2020 4:09 pm
Forum: General Forum
Topic: Foreign trade routes mechanics?
Replies: 12
Views: 2154

Re: Foreign trade routes mechanics?

I'm seeing a bit in code where Phidi empires either give a bonus to the number of trade routes they give their partners, or get a bonus in the number of routes they get from partners, and I'm not sure what applies since I'm not sure what the scope of empire.species is here. Which is it? I believe t...
by sven
Sun Oct 25, 2020 4:06 pm
Forum: General Forum
Topic: Foreign trade routes mechanics?
Replies: 12
Views: 2154

Re: Foreign trade routes mechanics?

... checking the code against my game, I must not be following the code correctly. I, as the Phidi Combine, currently have 223 available trade routes, and have a reported bonus of 77 coins per turn from foreign trade from the 216 routes I am currently working. As I understand that, this means I hav...
by sven
Sun Oct 25, 2020 3:15 am
Forum: General Forum
Topic: Foreign trade routes mechanics?
Replies: 12
Views: 2154

Re: Foreign trade routes mechanics?

I'm just curious about the nuts and bolts of the system, which aren't really explained anywhere. It's not really that easily explained in English. In code, the core bits are here: function Empire.trade_charter_routes(empire,other) local r = max(2, round | .35 * other.raw_trade_capacity) if empire.s...
by sven
Wed Oct 21, 2020 10:13 pm
Forum: Testing
Topic: Auto Migration?
Replies: 15
Views: 2844

Re: Auto Migration?

I have it but it just not fun doing it. My own feeling about pop movement is that it's an important and fun part of the game in the early going, but, can get a bit tedious in the late game. Personally, once the game has past a certain point, I tend to stop aggressively optimizing pop placements, an...
by sven
Tue Sep 01, 2020 12:08 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1723
Views: 953493

Re: Report - Current Bugs and Issues

rhinoinsomniac wrote: for some reason i thought those mods were part of the base game (some games have mods as part of their base game). so you're saying if i delete those mods then the issue will disappear?


yup. removing your old mods should fix the bugs.
by sven
Mon Aug 31, 2020 9:35 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1723
Views: 953493

Re: Report - Current Bugs and Issues

I encountered a bug that's recurring at the start of the game when i hit end turn for the first time. I sent bug reports every time. This bug is happening inside the "EconomyAI" mod. In theory, turning off the mod should fix the bug. More than that, if the mod you're using is Harpy Eagle'...
by sven
Sun Aug 16, 2020 10:54 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1723
Views: 953493

Re: Report - Current Bugs and Issues

Game_9487. Haduir declared war for "prosecution of noble Humans" before we (Gremak) had met them (Haduir). Next turn the same will do Orthin, also unmet. Contact with Haduir displayed standard first contact dialog, including option to declare (already raging) war. Suggest to either preven...
by sven
Sun Aug 16, 2020 10:29 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1723
Views: 953493

Re: Report - Current Bugs and Issues

game_9489: Got requests simultaneously from the Ashdar Colonials and Humanity to declare war on and sever relations with the Tinkers. It proves that if you agree to sever relations with an empire you're now at war with, it sets you back to a state of peace! Can easily be verified, and is certainly ...
by sven
Fri Jul 31, 2020 2:28 am
Forum: Modding
Topic: Is there a [Map Seed] value?
Replies: 2
Views: 1562

Re: Is there a [Map Seed] value?

So, I'm curious if anyone know if there's this variable [map seed]? So I can put it in a local array of MapSeed, Race, OfferYear, OfferTurn to stop 'nagging' offers. :) There's is a map seed of the sort you're looking for, it's stored in "galaxy.base_year_seed". But what you probably want...
by sven
Mon Jul 27, 2020 10:57 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1723
Views: 953493

Re: Report - Current Bugs and Issues

PrivateHudson wrote:No hurry at all, the game is still perfectly playable.


I *think* I fixed the low res scaling issues in r38763. Let me know if you're still having trouble on that monitor.
by sven
Sun Jul 26, 2020 2:55 am
Forum: Testing
Topic: Problem after quick refit was added
Replies: 3
Views: 2641

Re: Problem after quick refit was added

Think the current method for choosing between immediate build or add to queue works well. That can't be utilized for refitting? The problem, at core, is that we have too many actions, and not enough buttons. Semantics we might want to use for refitting include "set custom refit", "qu...

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