Search found 226 matches
- Thu Aug 18, 2016 1:32 pm
- Forum: Top Priority Game Design
- Topic: Fighters & Carriers
- Replies: 89
- Views: 51167
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...
- Tue Sep 04, 2007 3:23 pm
- Forum: Design Archive
- Topic: Shipyards
- Replies: 36
- Views: 31305
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...
- Tue Aug 28, 2007 10:00 pm
- Forum: Graphics
- Topic: Display of Starlanes and Supply Line in the Galaxy Map
- Replies: 17
- Views: 11453
Re: Galaxy Map
Nice, clear and informative. Good to have visual thinkers around.eleazar wrote: ... an example of a better way (dotted lines) to display attenuation of supply lines ...
- Fri Aug 24, 2007 8:52 am
- Forum: Graphics
- Topic: Display of Starlanes and Supply Line in the Galaxy Map
- Replies: 17
- Views: 11453
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...
- Thu Aug 23, 2007 12:40 pm
- Forum: Graphics
- Topic: Display of Starlanes and Supply Line in the Galaxy Map
- Replies: 17
- Views: 11453
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...
- Mon Dec 20, 2004 5:15 pm
- Forum: Other Game Design
- Topic: ACK! Buildings Model Details
- Replies: 9
- Views: 3161
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...
- Mon Dec 20, 2004 3:30 pm
- Forum: Other Game Design
- Topic: ACK! Buildings Model Details
- Replies: 9
- Views: 3161
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 ...
- Tue Dec 07, 2004 10:27 am
- Forum: Other Game Design
- Topic: What is the deal with starlanes?
- Replies: 106
- Views: 17224
- Mon Dec 06, 2004 9:29 pm
- Forum: Other Game Design
- Topic: What is the deal with starlanes?
- Replies: 106
- Views: 17224
- Mon Dec 06, 2004 9:25 pm
- Forum: Announcements
- Topic: General policy on polls and democracy in FreeOrion
- Replies: 4
- Views: 14088
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 ...
- Thu Nov 11, 2004 4:42 pm
- Forum: Other Game Design
- Topic: minor point about ship sizes
- Replies: 7
- Views: 2201
- Wed Nov 10, 2004 8:53 am
- Forum: Other Game Design
- Topic: minor point about ship sizes
- Replies: 7
- Views: 2201
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...
- Mon Nov 08, 2004 4:58 pm
- Forum: Other Game Design
- Topic: minor point about ship sizes
- Replies: 7
- Views: 2201
- Tue Nov 02, 2004 7:52 pm
- Forum: Other Game Design
- Topic: many ships or fewer ships?
- Replies: 128
- Views: 18856
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...
- Tue Nov 02, 2004 7:40 pm
- Forum: Other Game Design
- Topic: Space Combat (madness)
- Replies: 209
- Views: 30836
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...