Search found 226 matches

by emrys
Thu Aug 18, 2016 1:32 pm
Forum: Top Priority Game Design
Topic: Fighters & Carriers
Replies: 89
Views: 12440

Re: Fighters & Carriers

Thinking about the problem, the regret comes at one end of the spectrum from wasting a hit from a big gun on a trivial target, or at the other from firing small guns pointlessly at something they can't even scratch when there are available targets they would have killed. Perhaps some kind of over/un...
by emrys
Tue Sep 04, 2007 3:23 pm
Forum: Design Archive
Topic: Shipyards
Replies: 36
Views: 11935

Re: Shipyards

I should take this opportunity to reiterate my support for (a particular variation of) the model that was being bandied about ages ago in brainstorming, i.e. the model Geoff's been presenting: * Shipyards have to be explicitly built at a particular planet as a building. * Ships have to be assigned t...
by emrys
Tue Aug 28, 2007 10:00 pm
Forum: Graphics
Topic: Display of Starlanes and Supply Line in the Galaxy Map
Replies: 17
Views: 7922

Re: Galaxy Map

eleazar wrote: ... an example of a better way (dotted lines) to display attenuation of supply lines ...
Nice, clear and informative. Good to have visual thinkers around.
by emrys
Fri Aug 24, 2007 8:52 am
Forum: Graphics
Topic: Display of Starlanes and Supply Line in the Galaxy Map
Replies: 17
Views: 7922

Re: Galaxy Map

Out of interest, what would it look like if you were to progressively desaturate the colouring of the lanes for each jump away from the supplying system e.g. first jump is full colour, second is 70%, third 40% etc.. It would presumably make it harder to see the supply-carrying lanes... Would this d...
by emrys
Thu Aug 23, 2007 12:40 pm
Forum: Graphics
Topic: Display of Starlanes and Supply Line in the Galaxy Map
Replies: 17
Views: 7922

Re: Galaxy Map

So how should systems that an empire can get fleet supply to, or the lanes between these systems, or the lanes along which the supply can occur, be indicated? Out of interest, what would it look like if you were to progressively desaturate the colouring of the lanes for each jump away from the supp...
by emrys
Mon Dec 20, 2004 5:15 pm
Forum: Other Game Design
Topic: ACK! Buildings Model Details
Replies: 9
Views: 2259

Using numbers within <Activated>1</Activated> is the most easy way to do it (from a programmers point of view). BTW only 0 is taken as False any other value is True. But IMO we should use <Activated> True </Activated> and <Activated> False</Activated> <pedantry> Using hard coded (meaningless) const...
by emrys
Mon Dec 20, 2004 3:30 pm
Forum: Other Game Design
Topic: ACK! Buildings Model Details
Replies: 9
Views: 2259

Re: ACK! Buildings Model Details

As I mentioned here, http://www.freeorion.org/forum/viewtopic.php?p=17424#17424 There are some glaring omissions in the current model for buildings. We spent a lot of time working out effects, but forgot to deal with most of the non-effects details of buildings, aside from cost, build time, simple ...
by emrys
Tue Dec 07, 2004 10:27 am
Forum: Other Game Design
Topic: What is the deal with starlanes?
Replies: 106
Views: 11416

Anybody feel like writing a little bot or code thingy that just scans a thread and locks it as soon as it counts ten uses of the word starlane? <Inappropriate Snip and out-of-contextification....> But with such posturing by key people here at "Free" Orion, then the "free expression of ideas" here w...
by emrys
Mon Dec 06, 2004 9:29 pm
Forum: Other Game Design
Topic: What is the deal with starlanes?
Replies: 106
Views: 11416

Anybody feel like writing a little bot or code thingy that just scans a thread and locks it as soon as it counts ten uses of the word starlane?
by emrys
Mon Dec 06, 2004 9:25 pm
Forum: Announcements
Topic: General policy on polls and democracy in FreeOrion
Replies: 4
Views: 7145

Freeorion is a massively Developer driven process. No matter how determined any or all of the the design team or even The Dictators (oooh new race name maybe... nah) are, if the developers won't code it, it ain't going anywhere. I guarantee you that the single most persuasive argument anybody could ...
by emrys
Thu Nov 11, 2004 4:42 pm
Forum: Other Game Design
Topic: minor point about ship sizes
Replies: 7
Views: 1449

:) :) :)
by emrys
Wed Nov 10, 2004 8:53 am
Forum: Other Game Design
Topic: minor point about ship sizes
Replies: 7
Views: 1449

Re: Ship sizes

I never liked the term "battlecruiser", or other terms like "light cruiser, medium cruiser, heavy cruiser" as there are so many other ship sizes that could be substituted in between . <snip> - Cruiser text equivalent of shot of tumbleweed - Battleship <snip> :D Though I take the point that there ar...
by emrys
Mon Nov 08, 2004 4:58 pm
Forum: Other Game Design
Topic: minor point about ship sizes
Replies: 7
Views: 1449

The wiki post is definitely just a collection of ideas form various places (I know, I wrote it (mostly)). On the history front, agreed that Dreadnaughts were originally larger than previous "battleships" (labelled "pre-dreadnaught"). The Dreadnaught herself was so much better than any previous ship ...
by emrys
Tue Nov 02, 2004 7:52 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 11699

Re: Depends

... 1000 ships + Special effects irrelevant, each ship is a blip. Effects would bog down processors. ... I can't see why everyone feels this way. Essentially the obvious reason: 1000 ships on screen => each ship is around the size of 1000th of the screen, and there just ain't much detail you can st...
by emrys
Tue Nov 02, 2004 7:40 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 20786

noelte just worried about this: I prefer realtime too. Full 3D immersive. Basically as Homeworld but without production and research. Surely not, since it was fairly obvious that this simply referred to a preference for the Battle engine, in exatly the same way as the Total War series (and Moo3, an...