Moderators: Oberlus , Oberlus. Quick links. Board index General General Discussion. Quick play guide For topics that do not fit in another sub-forum. Last edited by pd on Thu Aug 13, pm, edited 2 times in total.
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GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. There are three rounds of combat per turn. In each round, all weapons fire at a random, visible, opposing target. Each shot will hit and do damage according to capacity vs shields.
At the end of each round, the structure of each ship is compared and any that are at or below zero are destroyed. In addition, any ship that has fired now becomes visible to all enemies and a new round of targeting and firing is resolved.
We're hoping to have either 'targeting computer' parts or 'leaders' or something, and to improve targeting options with an easy UI at some point but that's way above my paygrade. The system allows for a smaller fleet to do damage but gives an advantage to a larger fleet.
A fully stealthed fleet gets a free round of shooting before it can be targeted, drawback is one or more unstealthed ships will draw all enemy fire so you do need to be careful.
For example, a Large Snowflake can be incredibly dangerous because it's equipped with a single Death Ray 3 25 damage , whereas the Kraken does less damage and it doesn't matter how many Mass Driver 1s you've got, if your opponent has Defence Grids they won't scratch—that's deliberate BTW, each shield is set to have the same protective strength as the tier 1 of each weapon type so a refinement can always get through, at least partially.
Skip to content. Dismiss Join GitHub today GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. Sign up. New issue. Jump to bottom. Labels category:refactoring component:user manual. Copy link Quote reply. Vezzra added category:refactoring documentation labels Mar 25, Vezzra changed the title Documentation Combat mechanics in the wiki Combat mechanics in the wiki Mar 25, Sign up for free to join this conversation on GitHub.
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This page is meant to help a new player through their first game and introduce key game concepts, extra information on the full complexity of the game should be on their own pages. When you start FreeOrion, you will see the title screen with some exciting background art, as well as the Main Menu of the game. The buttons on the Main Menu may be clicked to. If you are happy with the screen size and location, click on the "Quick Start" button on the main menu to start a game. If you want the window to be a different size or on a different monitor, drag it to where you want it to be and resize it, then exit and reboot, then Quick Start as above. Before you can start playing the server must generate a galaxy, Quick Start will use the default install generation settings, you can change them for future games by selecting Single Player or Multi Player.
Source file: freeorion. Found a problem? See the FAQ. FreeOrion is inspired by the tradition of the Master of Orion games, but is not a clone or remake of that series or any other game. The game is about the construction of a living, breathing universe in a grand campaign model. You can develop your own galactic empire and explore new star systems with your fleets as one of several unique human or alien species.