hehe. I remember those.
Thats ok though. I think the current incarnation of FO looks pretty damn good, obviously as the project progresses refinements will be applied and our talented artists will be able to streamline and "beautify."
Search found 383 matches
- Tue May 10, 2005 8:27 am
- Forum: Graphics
- Topic: Original FreeOrion Mockup
- Replies: 16
- Views: 9803
- Tue May 10, 2005 8:16 am
- Forum: Scripting & Balancing
- Topic: DESIGN: Construction Category
- Replies: 42
- Views: 18969
- Tue May 10, 2005 8:06 am
- Forum: General Discussion
- Topic: my absense...
- Replies: 29
- Views: 7431
- Mon Feb 21, 2005 6:52 pm
- Forum: Off-Topic
- Topic: Enterprise canceled
- Replies: 28
- Views: 9228
- Thu Feb 10, 2005 6:06 am
- Forum: Other Game Design
- Topic: Role-Playing Support
- Replies: 34
- Views: 7655
- Fri Jan 21, 2005 7:35 am
- Forum: Scripting & Balancing
- Topic: Number of techs? (I'm talking to you fellow tech mods)
- Replies: 11
- Views: 6448
- Fri Jan 14, 2005 7:54 am
- Forum: Scripting & Balancing
- Topic: Number of techs? (I'm talking to you fellow tech mods)
- Replies: 11
- Views: 6448
- Wed Jan 12, 2005 4:09 am
- Forum: Scripting & Balancing
- Topic: Number of techs? (I'm talking to you fellow tech mods)
- Replies: 11
- Views: 6448
Number of techs? (I'm talking to you fellow tech mods)
The techs we have been coming up with are great and all, however, where does it end? i.e. How many levels of tech will we have. If every single tech does +1 to maxMeter i guess we are goign to have 100 tech levels? I'm thinking since we have limited resources as far as art etc is concerned we should...
- Mon Dec 20, 2004 10:56 pm
- Forum: Scripting & Balancing
- Topic: DESIGN: Construction Category
- Replies: 42
- Views: 18969
Good, though aren't Organic Structures and Bioadaptive Structures pretty much the same thing, unless you mean that Bioadaptive Structures evolve to fit into the natural ecosystem, eg becomes more like a forest, because its in a forest. Not really that important to make a distinction as the name is ...
- Thu Dec 16, 2004 11:06 pm
- Forum: Archive
- Topic: Wiki Update
- Replies: 3
- Views: 12008
- Sun Dec 12, 2004 10:02 am
- Forum: Scripting & Balancing
- Topic: DESIGN: Construction Category
- Replies: 42
- Views: 18969
Add some unemployment increase, that would be cool. only problem is, wtf does unemployment do? Is it good or bad? Does it increase or decrease production, etc. etc. Right now we have no happiness or unrest or unemployment or anything defined in the effects. Now we MAY eventually, but until we do do...
- Sun Dec 12, 2004 7:48 am
- Forum: Scripting & Balancing
- Topic: DESIGN: Growth Category
- Replies: 26
- Views: 18546
Since construction team started discussing infrastructure, I posted my infrastructure levels idea there . Since it definelty overlaps with some growth things, you may want to take a look at it. Question: is this the thread for terraforming-related ideas (i.e. dealing with PlanetSize, PlanetPopulati...
- Sun Dec 12, 2004 7:41 am
- Forum: Scripting & Balancing
- Topic: DESIGN: Construction Category
- Replies: 42
- Views: 18969
- Sat Dec 11, 2004 12:51 am
- Forum: Scripting & Balancing
- Topic: DESIGN: Construction Category
- Replies: 42
- Views: 18969
The effects of construction have alredy been losely defined. There are still a few things to be decided (like whether or not a planet gets an innate defensive advantage for being developed). But for the most part look here for your construction concernes. http://www.freeorion.org/wiki/index.php?titl...
- Fri Dec 10, 2004 12:05 am
- Forum: Scripting & Balancing
- Topic: DESIGN: Learning Category
- Replies: 99
- Views: 28690