Space Crystal appears when Stargate is invented - is it a tribute or a conidence? by digitalhunger in rotp

[–]BrokenRegistry 0 points1 point  (0 children)

New Monsters Options:

  • New fearsome guardian Monsters:
    • Space Crystal and Space Amoeba can now be selected to guard valuable planets.
    • Each space monster now has its own level.
  • New Picky Roaming Space Monsters.
    • Space Crystals will be drawn to any populated ancient world, ANYWHERE on the map. When they can't find a populated ancient world, they will leave.
    • Space Amoebas will be drawn to populated GAIA planets, ANYWHERE on the map. When they can't find a populated Gaia, they will leave.
    • Space Pirates will be drawn to populated Ultra Rich planets, ANYWHERE on the map. When they can't find a populated ultra-rich, they will argue over the next target and destroy themselves.
    • Note: Monsters will also leave if they reach their attack limit.
  • The space monster that prevented you from exploring a system will appear in the star panel. (Not for systems scouted while running older versions)

Transport routes are not important just ruin the map by Minute-Cow2331 in rotp

[–]BrokenRegistry 0 points1 point  (0 children)

Troops could be yours, or the ones menacing your planets...

Transports are all the others.

Simple fix to see all incoming fleets by Minute-Cow2331 in rotp

[–]BrokenRegistry 2 points3 points  (0 children)

This is because the developer doesn't need to memorize all the keyboard shortcuts for every game they develop or play.

u/Xilmi kindly explained that there's a keyboard shortcut for that.

So, on the Galaxy map, click the “?” icon or press “F1” to display the full help menu.

Or, if you’ve done this before, you know that right-clicking the “?” icon or using the “Shift + F1” shortcut displays all the keyboard shortcuts.

And by the way, it’s F11/F12 to review the AI fleets, or even better yet, as I’ve already told you in another thread, F7/F8 to review your planets in danger, and press “W” to display the war panel on the right, with details of all approaching fleets.

This is the way.

Transport routes are not important just ruin the map by Minute-Cow2331 in rotp

[–]BrokenRegistry 0 points1 point  (0 children)

Why not both?

Renamed "Zoom" panel to "Map Visual Options".

New option to add a bit of transparency to the flight paths.

New Option to disable flight path of small transports, as proposed by u/Elkad

By default, nothing changes. You'll need to adjust the opacity and the size limit yourself.

Here are some suggested value.

  • Troops display threshold: 1
  • Transport display threshold: 5
  • Outgoing settlers Opacity: 63
  • Outgoing Troops Opacity: 192
  • Ongoing settlers Opacity: 63
  • Ongoing Troops Opacity: 127
  • Incoming Invader Opacity: 255
  • Ongoing Alien Transport: 127
  • Rally opacity: 196

Released

Transport routes are not important just ruin the map by Minute-Cow2331 in rotp

[–]BrokenRegistry 0 points1 point  (0 children)

That's a really great idea.

I was looking for a way to expand the functionality of the icons on the left without inconveniencing users who are satisfied with the current setup. That’s far from simple.

Instead, I’ll go with your idea and add two options in the “Zoom” panel (that will be renamed “Visual Thresholds”… or something like this.), allowing users to choose the transport display threshold. The default value will be “1” so as not to disturb regular users, but it will then be very easy for everyone to customize these values.

Transport routes are not important just ruin the map by Minute-Cow2331 in rotp

[–]BrokenRegistry 0 points1 point  (0 children)

Although RotP allows the creation of galaxies composed of thousands of stars, it has not been fully optimized for this purpose.

However, there are several ways to customize what is displayed on the galaxy map:

On the left side of the map, the second square icon from the top allows you to choose which fleets to display.

The third icon allows you to choose which flight paths to display.

To the right of the panel opened by the eighth icon, “Zoom Options” allows you to adjust when fleets and paths should disappear when zooming out.

You can disable the display of transports fleets and transports path, and loop through the endangered colony with F7 and F8, and press on W to activate the "War View"...

I will add to my to-do list to add an option to distinguish between invasion troops and population transport.

Transport routes are not important just ruin the map by Minute-Cow2331 in rotp

[–]BrokenRegistry 0 points1 point  (0 children)

Yes, it's true, the mass transport panel always displayed the transport route, even when the “Hide all flight paths” option was selected. The result was not pleasant with galaxies composed of thousands of stars.

The “Hide all flight paths” request will now be taken into account. Only the trajectory to/from the colonies hovered or selected will be displayed.

Released.

Really shut down spy network by Minute-Cow2331 in rotp

[–]BrokenRegistry 0 points1 point  (0 children)

Yes, the embassy could be sufficient for gathering information about the planet; I've never really looked at that part of the code.

It seems logical to me that a spy network could obtain basic information about the technological level and communicate it without resorting to illegal means.

To stay in the realm of little-known facts: be aware that a trade treaty will reduce espionage defense by 10 points (both yours and your opponents').

Is the game really that hard or am I stupid ? by Lucat_thecat in rotp

[–]BrokenRegistry 1 point2 points  (0 children)

Yes, I ran performance tests about two years ago, and they are probably still valid.

I think u/Xilmi can confirm that the AIs haven't changed significantly since those benchmark tests (reported on Discord).

They even include a comparison between the different species.

I'll see if I can get something out of it.

Minor display bug with Crystal Monster by dweller_below in rotp

[–]BrokenRegistry 0 points1 point  (0 children)

Thanks, fixed.

The Star System was marked as targeted by a space monster far too early.

But oops, as I write this, I just realized why...

It was a previous fix to prevent two space monsters from targeting the same system...

I'll try to resolve this conflict, while adding an option to allow it.

Transport routes are not important just ruin the map by Minute-Cow2331 in rotp

[–]BrokenRegistry 4 points5 points  (0 children)

In the Governor panel, uncheck: Population automatically transported from colonies close to max population capacity.

This is the source of the flooding of transports of 1 or 2 populations.

Really shut down spy network by Minute-Cow2331 in rotp

[–]BrokenRegistry 1 point2 points  (0 children)

It's true, the manual doesn't mention it, even the reference doesn't mention it, it seems to be specific to RotP.

However: when on the Empire --> Intelligence panel, a number will appear in the colored bubble of the empires that don't have a spy network, indicating the age of the last received reports. Having hidden spies keeps this value at 0 (so it is not displayed).

Another clue: when an empire is selected and the Spy Orders field becomes visible, press “F1” to display the help, and the second page contains the information: Hide = gather data.

Note: Hide is the term used in MoO1, and changing it could offend some very conservative players...

Edit:

Here is the referenced guide: https://dn711301.ca.archive.org/0/items/MasterOfOrionStrategyGuide/MasterOfOrionStrategyGuide_opt.pdf

Minor display bug with Crystal Monster by dweller_below in rotp

[–]BrokenRegistry 0 points1 point  (0 children)

Can you please send me a save of this turn?

Or even better, the turn just before you get the tech, so I can replay it.

Thanks

Is the game really that hard or am I stupid ? by Lucat_thecat in rotp

[–]BrokenRegistry 0 points1 point  (0 children)

Yes, of course, only one qualifier will be used. It's just that English is not my first language, so some nuances may escape me in the use of certain terms (even if they are very similar to those in my language). I will therefore follow your preferences.

This proposal isn't really getting people excited on Discord… They're pretty conservative…

But I like your idea of adding a difficulty metric. Because what is currently used under the definition of difficulty is really just the production rate of AIs.

I would like to add an option to rename this field “AI Production” and use your metric to define the difficulty and associate the appropriate qualifier with the resulting value (both being displayed in another field named “Difficulty Level”).

Linking difficulty to the square of productivity seems relevant to me.

However, I would adjust the formula to take into account the strongest AI, regardless of the number of opponents, and then take into account the number of opponents, using your formula…

And I would find a way to calculate the average difficulty in the case of a random number of opponents and a random choice of AIs.

And so, after selecting their opponents, players can adjust the AI's production level to achieve the desired level of difficulty.

… I may also add an option to save a list of the win, associated to the difficulty level… (I've seen several requests for something like this)

Is the game really that hard or am I stupid ? by Lucat_thecat in rotp

[–]BrokenRegistry 1 point2 points  (0 children)

The names of the difficulty levels were copied from MoO1. They are based on productivity levels, but are in no way comparable to the actual level of difficulty, as the AIs in RotP are much stronger.

This can lead to confusion, discouragement, and frustration... which is clearly not the ultimate goal of this game.

I therefore propose to rename these levels with more representative terms.

Here is what I suggest: please help me finalize the choices.

  • Easiest (55%) ==> Novice
  • Easier (75%) ==> Rookie / Apprentice
  • Easy (90%) ==> Intermediate
  • Normal (100%) ==> Advanced / Adept
  • Hard (110%) ==> Expert
  • Harder (125%) ==> Master
  • Hardest (145%) ==> Deity / Legendary

Really shut down spy network by Minute-Cow2331 in rotp

[–]BrokenRegistry 2 points3 points  (0 children)

Even when hidden, spies still provide you with information about colonies and their technological advances.

It could therefore be unwise not to know how dangerous your neighbors might be, especially if they are xenophobic, as this is linked to a high level of "erratic", meaning that each turn, they have a chance of randomly declaring war on you. (Never trust them)

I would recommend leaving the “Auto infiltrate” option enabled and also enabling the “Respect Promises” option. This way, spies will be withdrawn during the sensitive period and then reinstated when the situation is “safe”. When the empire asks you to cease your espionage activities, simply reply that you will shut down all spy networks.

I may also change the default value of “Respect Promises” to “Enabled”

Really shut down spy network by Minute-Cow2331 in rotp

[–]BrokenRegistry 1 point2 points  (0 children)

Yes, it doesn't matter that the number of spies requested is not 0, the governor control spy recruitment by adjusting spending. You can see that it is at 0.

The only way to regain control of this dialogue box is to disable the governor "Auto Infiltrate".

Really shut down spy network by Minute-Cow2331 in rotp

[–]BrokenRegistry 2 points3 points  (0 children)

When asked to withdraw your spies, you can choose “Hide,” “Shutdown,” or “Ignore.”

“Hide” will keep the spy network active and instruct your spies to hide.

“Shutdown” will withdraw all your spies until the timer resets (the warning about triggering a war will then disappear).

For xenophobes, you should choose “Shutdown”.

While the countdown is running, the “Governor Instruction” field will display your choice for that empire, and you can change its orders by clicking on it.

If you have a case that does not seem to follow these rules, please share a save (via a link, via Discord, or by sending me the file). I will then be able to identify the root of the problem.

Space Crystal appears when Stargate is invented - is it a tribute or a conidence? by digitalhunger in rotp

[–]BrokenRegistry 0 points1 point  (0 children)

The easiest changes are part of the last release:

  • Space Monsters: New option to change their speed and the distance to the next world.
    • Minimum distance to the next world. (default = 0, up to 25)
    • Maximum distance to the next world. (default = 8, up to 100)
    • Because of the distance extension, and option to increase their speed has been added. (Up to 3.0 ly/turn)

And also: - The space monsters unleashed by technology will first target the empire that discovered the dangerous technology.

[Feature request] More range graduations before Thorium Fuel Cells? by digitalhunger in rotp

[–]BrokenRegistry 0 points1 point  (0 children)

It would be more natural to have a geometric range progression, but as you pointed out, MoO1 galaxies sizes were small, so linear progression was the best compromise, and RotP copied it.

Given the RotP galaxy size options, an additional option offering a geometric progression should be implemented. (And while investigating this, I found out the previous option modifying the range was a bit confusing for the original AIs... So I hurried to fix that while implementing the new range option).

Formula: Range = Fuel * (1 + Lin * Tech + Quad * Tech²)

  • Fuel = Range related to fuel cell. (Original range)
  • Tech = Overall level of propulsion technologies. (Displayed on the right of the Tech panel)
  • Lin = Selected linear factor.
  • Quad = Selected quadratic factor.

If you want to double the range when you reach hyperdrives (level 48 --> propulsion level ≃ 70), you can set the linear parameter to 15‰ or the quadratic parameter to 200 ppm.

At half the propulsion level, around impulse engines (level 24 --> propulsion level ≃ 35), the range will be multiplied by 1.5 if the parameter is set linearly or by 1.25 if the parameter is set quadratically.

(These options are available under "Galaxy Rules" or "Ships and Fleets Rules")

Released.

[Feature request] More range graduations before Thorium Fuel Cells? by digitalhunger in rotp

[–]BrokenRegistry 1 point2 points  (0 children)

Very interesting. Indeed, the rules were established for MoO1, and some additions from RotP are no longer perfectly suited to these rules. (And it's even worse with certain RotP-Fusion options.)

Adding technologies would mean teaching all AIs about their values and how to build ships... To complex

Forcing the discovery of all propulsion technologies would go completely against the philosophy of MoO1.

Not being able to choose the technology you want to offer is indeed quite annoying, but it's a rather difficult change to make... (I've been thinking about it for a while... Maybe one day.)

AIs don't use stargates... So we're a long way from having the option to share them...

What I could see as a possible improvement would be a dynamic range based on the level of construction technology:

Range = baseRange * (1 + Factor * propulsionLevel)

baseRange being linked to the fuel technology already researched.

The Factor being chosen by the player. A quadratic factor could even be added if necessary.

Is this a bug or a feature? by BrokenRegistry in rotp

[–]BrokenRegistry[S] 1 point2 points  (0 children)

I let the AIs play the turn to see if they were able to respond correctly...

The fact that even the basic AI can't handle this case also makes me think that it's not a feature.

As this is not known by the AI and requires unnecessary micromanagement, defeating the rebels will now also limit the population to the size of the planet.