Any ideas?
Maybe they colonized a derelict colony that had some big science boosts in it? It's possible to get high percentage completion of high tech stuff like Railguns or Dreadstars from a derelict colony. (Those boosts might not actually benefit the Teros AI much in practice, but, they might ...
Search found 1624 matches
- Thu Feb 13, 2020 8:55 pm
- Forum: General Forum
- Topic: Cause of Teros' sudden tech progress spike???
- Replies: 5
- Views: 19173
- Fri Jan 31, 2020 9:45 pm
- Forum: General Forum
- Topic: Galactic Council question
- Replies: 2
- Views: 11322
Re: Galactic Council question
The January 17, 2019 patch notes state, in part:
"Galactic council votes can now influence reputation."
What are the mechanics?
It's not complex (as currently implemented). You should just get a +15 rep "We appreciate your support in the Galactic Council" issue if you vote for someone other ...
"Galactic council votes can now influence reputation."
What are the mechanics?
It's not complex (as currently implemented). You should just get a +15 rep "We appreciate your support in the Galactic Council" issue if you vote for someone other ...
- Sat Jan 18, 2020 3:12 am
- Forum: General Forum
- Topic: First Impressions
- Replies: 16
- Views: 49081
Re: First Impressions
You can even get in a funny situation. Something that happened to me.
Turn X: I liberate a space harpy system
Turn X+2: my colony ship arrives. The Ashdar Colonials protest. I comply and get the diplomatic bonus for letting them expand in my territory.
Turn X+7: their colony ship arrives. I ...
- Wed Dec 18, 2019 10:44 pm
- Forum: General Forum
- Topic: Strategic map combat questions
- Replies: 8
- Views: 20961
Re: Strategic map combat questions
Turn order is by faction, not by role, defenders don't necessarily move first.
No, the defender always moves first in tactical combat.
My guess is that gaerzi may have read the Lua source files for defining fleet initiative values. What's unintuitive about the low-level rules there is that ...
No, the defender always moves first in tactical combat.
My guess is that gaerzi may have read the Lua source files for defining fleet initiative values. What's unintuitive about the low-level rules there is that ...
- Sat Nov 30, 2019 5:41 am
- Forum: Testing
- Topic: Testing a new planet texture cache
- Replies: 0
- Views: 59873
Testing a new planet texture cache
r38659 introduces a new planet texture caching system. If everything is working properly, you probably won't notice anything after updating, apart from slightly faster game load times. However, if you do see any odd behaviors, especially latency when opening up planet screens, visibly distorted ...
- Mon Nov 25, 2019 10:35 pm
- Forum: General Forum
- Topic: New player impressions
- Replies: 11
- Views: 23846
Re: New player impressions
Research, even with only a couple of labs from a "derelict colony" event in my current Phidi game, feels quite fast compared to population growth and building and starship production. Though maybe for the Phidi that's intended and I should focus more on money and rush everything?
Phidi are ...
Phidi are ...
- Sat Nov 16, 2019 7:10 am
- Forum: General Forum
- Topic: Bug: Battle sound [pause] & [resume] endlessly
- Replies: 1
- Views: 9848
Re: Bug: Battle sound [pause] & [resume] endlessly
It's a bug. The battle audio should terminate with the battle. I'll look into it...Jem wrote:4. The battle audio continues on for a VERY long time even after the battle screen is gone. <-- is this a bug?
- Fri Nov 15, 2019 6:17 pm
- Forum: General Forum
- Topic: "No Master of Orion 2 for You"
- Replies: 11
- Views: 30859
Re: "No Master of Orion 2 for You"
Maybe something like a large/fleshed out diplomacy segment with a lot of flexible one-off menus? I think I took it for granted that the UI would be built on something relatively easy to overhaul repeatedly - something that could be implemented with something like a markup language ala CSS and thus ...
- Tue Nov 12, 2019 8:26 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3487418
Re: Suggest - Features and Improvements
If this is such a widely used technique though, why dont we see it in more games?
I think it's incredibly common, you just need to learn how to notice it :) Almost any energy weapon, fire, or smoke effect is probably using noise textures in some capacity. And the effect quickly became so common in ...
I think it's incredibly common, you just need to learn how to notice it :) Almost any energy weapon, fire, or smoke effect is probably using noise textures in some capacity. And the effect quickly became so common in ...
- Tue Nov 12, 2019 6:57 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3487418
Re: Suggest - Features and Improvements
Figured the same method could be used as in case of Phidi ship water effects - whatever it is :)
The Phidi ships use a fragment shader based on Perlin noise. The effect looks complicated, but, the math behind it is relatively straightforward . The problem with the hull sections is that to ...
- Tue Nov 12, 2019 6:15 pm
- Forum: Modding
- Topic: Scrap Fleet (working now@last post)
- Replies: 2
- Views: 13586
Re: Scrap Fleet (not working)
How do I make this work?
You're very close to having working code there. The first problem is that scrap_hover_id needs to be defined as something. It doesn't matter what it's defined as, it just needs to be some unique value that's not being used as a hover id anywhere else in the game. Um, a ...
You're very close to having working code there. The first problem is that scrap_hover_id needs to be defined as something. It doesn't matter what it's defined as, it just needs to be some unique value that's not being used as a hover id anywhere else in the game. Um, a ...
- Mon Nov 11, 2019 12:14 am
- Forum: Testing
- Topic: Testing AI Turn Pan/Zooming
- Replies: 8
- Views: 57576
Re: Testing AI Turn Pan/Zooming
there are also currently some outstanding issues with range circle drawing during ai-turn zooming that would need to be fixed before I could take a version of this feature live.
As of r38633, these range circles issues should be fixed, so as far as I know the zoom feature is working as intended ...
As of r38633, these range circles issues should be fixed, so as far as I know the zoom feature is working as intended ...
- Sun Nov 10, 2019 10:57 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1845
- Views: 3967537
Re: Report - Current Bugs and Issues
Looks like one of the optimizations I was trying to reduce latency actually leads to bugs. Thanks for reporting this one. It should be fixed as of r38632.zolobolo wrote:Error: "attempt to index local fleet" uploaded save: game_8755
- Sun Nov 10, 2019 7:08 pm
- Forum: Testing
- Topic: Testing AI Turn Pan/Zooming
- Replies: 8
- Views: 57576
Re: Testing AI Turn Pan/Zooming
No, started a new game and is reduced to around 1s at Turn 150 with the same settings.
Are you playing with autosave on? I found a glitch that was causing autosaving to add delays. This should be fixed in r38631.
Disabling or enabling zoom option does not seem to be affecting wait times for ...
- Sun Nov 10, 2019 2:20 pm
- Forum: General Forum
- Topic: "No Master of Orion 2 for You"
- Replies: 11
- Views: 30859
Re: "No Master of Orion 2 for You"
They go quite far with the idea of having each faction get a very different approach to empire management, beyond just giving them different bonuses on an otherwise identical interface.
Yeah, I'm also a big fan of asymmetric designs. And I think the design space for asymmetric races in a moo2 ...
Yeah, I'm also a big fan of asymmetric designs. And I think the design space for asymmetric races in a moo2 ...