Search found 1620 matches

Go to advanced search

by sven
Mon Aug 02, 2021 6:05 am
Forum: Modding
Topic: Map (table/array) sorting
Replies: 2
Views: 2168

Re: Map (table/array) sorting

But if I try to use rpairs instead, it complains about an "attempt to compare two nil values". I don't actually have the code up, but, if I recall correctly, my rpairs is similar to the 'spairs' code you linked, but the sorting function works differently. In the code you linked, the sorti...
by sven
Sun Aug 01, 2021 12:11 am
Forum: Modding
Topic: Adding Opil
Replies: 3
Views: 1965

Re: Adding Opil

How would I go about adding Opil crystals to all island worlds? I don't have the code in front of me right now, but, off the top of my head... The easiest option is probably to just write a for loop over the all_planets list that adds the opil special to any planet with the 'Island' type. There are...
by sven
Thu Feb 25, 2021 5:27 pm
Forum: General Forum
Topic: The AI might be a little too willing to nuke worlds.
Replies: 4
Views: 7100

Re: The AI might be a little too willing to nuke worlds.

The AI's short sighted use of bombs is really bad when two AI go to war though, as it basically ensures that the AI never benefits much from fighting another AI in the long term, since both sides will likely lose a lot of population, which in the long term greatly weakens the AI's late-game power o...
by sven
Sun Feb 21, 2021 7:53 pm
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 9892

Re: Disconnected Colonists Testing

That feels inconsistent with disconnected harmonized aliens colonizing planets, then. Why does colonization result in immediate response that same turn while transporting them from planet to planet gives you a one-turn grace period? Either both should have an immediate response or both should have ...
by sven
Sat Feb 20, 2021 7:11 pm
Forum: General Forum
Topic: Military transports are too strong
Replies: 19
Views: 22075

Re: Military transports are too strong

Once again something along the lines of MoO 2, where moving ships can't be boarded without shuttles or transporters, seems more balanced. If the game were still in beta, I'd probably change "boarding pods" to "boarding shuttles", and make them easily intercepted by PD, like assa...
by sven
Sat Feb 20, 2021 6:57 pm
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 9892

Re: Disconnected Colonists Testing

Moving Harmonized Lummox units to the new colony (with no Machine Altar yet) also resulted in not seeing the new disconnected artwork: I've tried multiple ways now to make the disconnected population units show up and am just not seeing them, I'm afraid. The problem here is that you're playing too ...
by sven
Sat Feb 20, 2021 6:54 pm
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 9892

Re: Disconnected Colonists Testing

I'm on the In_Development branch, so I expected to see the new disconnected Teros but instead saw this: Ok, figured it out. I made a mistake when importing Arioch's art for the unhappy disconnected Teros, so the game couldn't find the correct art asset, and ended up falling back on the generic Tero...
by sven
Sat Feb 20, 2021 4:37 am
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 9892

Re: Disconnected Colonists Testing

The planet is still under my control and will never reach the point of rebellion. So it does not appear that the disconnected update is currently working as intended on the In_Development branch. Ok, I thought I knew where the bug was here, but it looks like I was wrong. Could you upload this save ...
by sven
Sat Feb 20, 2021 12:44 am
Forum: Testing
Topic: Disconnected Colonists Testing
Replies: 10
Views: 9892

Re: Disconnected Colonists Testing

No, I'm going to stick with "unintended" or at the very least "contrary to reasonable player expectations given the patch notes." Yeah, this is almost certainly a bug in the colony base code. Thanks for the report. (You can upload games for reference by going to Options, and sel...
by sven
Thu Feb 18, 2021 8:22 pm
Forum: Testing
Topic: Tinkering With Tinkers
Replies: 16
Views: 15806

Re: Tinkering With Tinkers

I guess it's mostly the "wait, wtf" experiences that stick in my head. "wait, wtf" moments often make good bug reports, if you can remember to upload a game and write a post about how things went sideways when it happened ;) It would be nice if ships in Refit weren't ignored ent...
by sven
Wed Feb 17, 2021 1:05 am
Forum: General Forum
Topic: The AI does not know fear (when it really should)
Replies: 16
Views: 17104

Re: The AI does not know fear (when it really should)

Its my opinion that there's something about using full destroyer-only fleets that just makes the AI dismiss your fleet strength completely. To them, no large ships equal helpless. The problem, at a low level, is probably this formula (paraphrased from line 88 of design_evaluation.lua): design_comba...
by sven
Tue Feb 16, 2021 4:53 am
Forum: Testing
Topic: Tinkering With Tinkers
Replies: 16
Views: 15806

Re: Tinkering With Tinkers

At the very least, I think you'd be confused and afraid... but more likely enraged. Much more so than discontent colonists who simply don't like having Alien Rulers or who are upset because you took some slaves. By the way, the discontent cyborg colonists mentioned in the Steam thread are now worki...
by sven
Fri Feb 12, 2021 6:56 pm
Forum: General Forum
Topic: Cant stop tinker asteriod outposts
Replies: 2
Views: 7500

Re: Cant stop tinker asteriod outposts

Its kinda weird that tinkers are the only race that can just freely plop down their asteriod outposts in systems you have ships in. Other races give you a chance to hail their outpost ships and tell them you consider this system part of your territory. But the only way to stop tinker outposts is to...
by sven
Tue Feb 02, 2021 4:43 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1786
Views: 1627056

Re: Report - Current Bugs and Issues

Game_9841. Why travel time from Vega to Rasalgethi is 1 turn, from Rasalgethi to Atria is also 1 turn, but directly from Vega to Atria is 3 turns? You're the first person to notice this in the 4 years since the game was released! My motion code has a rounding bug that sometimes causes things like t...
by sven
Fri Jan 22, 2021 10:33 pm
Forum: General Forum
Topic: Is there a downside to breaking peace treaties?
Replies: 8
Views: 12528

Re: Is there a downside to breaking peace treaties?

Seems to me like there should be a 10 turn window where you simply can't attack. Or maybe a reputation penalty if you break peace treaties right away? I might have missed it, but I don't see any such penalty. Anyone know if there is anything to prevent you from abusing the AI like that or downsides...

Go to advanced search

cron