Search found 39 matches

by PL_Andrev
Thu Feb 10, 2011 7:29 am
Forum: Other Game Design
Topic: Tech idea: Wormhole Generator
Replies: 8
Views: 1272

Re: Tech idea: Wormhole Generator

I remember wormholes at Stars! game. This anomaly had interesting features: 1) It was a option when player / host creates a game. 2) End of wormhole was created at deep space (something like between stars). It can be created at FO as inside planetary system or at deep space with stalanes to closest ...
by PL_Andrev
Wed Feb 02, 2011 6:18 pm
Forum: Other Game Design
Topic: Stockpiles
Replies: 43
Views: 4242

Re: Stockpiles

Stockpile idea makes management flexible but no resource on planets (available at planet capture). Planetary resources make management inflexible (transport between planets) but possible to capture resources when planet is capturing. Solution: - keep resources globally (to avoid micromanagement) - c...
by PL_Andrev
Wed Feb 02, 2011 10:25 am
Forum: Other Game Design
Topic: Stockpiles
Replies: 43
Views: 4242

Re: Stockpiles

Would eliminating the stockpile make the economy system even more inflexible, since if for example important mining or farming systems are lost and the empire`s food or mineral production drops below the empire`s need for these resources, the whole economy will suffer significantly until the player...
by PL_Andrev
Sun Jan 30, 2011 9:10 pm
Forum: Compile
Topic: How to compile rev.3955
Replies: 10
Views: 4188

Re: How to compile rev.3955

It works now!

Thank you very much for you help, Geoff!
by PL_Andrev
Sun Jan 30, 2011 8:09 am
Forum: Compile
Topic: How to compile rev.3955
Replies: 10
Views: 4188

Re: How to compile rev.3955

The problem might be an incompatibility between XP and later version of some DLLs. Could you try renaming wrap_oal.dll to something else wrap_oal.dll.bak and trying again? If it complains that that file is missing, try finding the one from the installed version of FreeOrion (v0.3.15). Partially suc...
by PL_Andrev
Sat Jan 29, 2011 9:30 pm
Forum: Compile
Topic: How to compile rev.3955
Replies: 10
Views: 4188

Re: How to compile rev.3955

FreeOrion.exe - (translated) FreeOrion post-v0.3.15 [SVN 3947]: FreeOrion.exe - incorrect image: application or library DLL E:\Free Orion\FreeOrin\wrap_oal.dll is not correct image of Windows NT system. Check it with installation disk. I don't understand what you've written here... where is that te...
by PL_Andrev
Sat Jan 29, 2011 1:58 pm
Forum: Compile
Topic: How to compile rev.3955
Replies: 10
Views: 4188

Re: How to compile rev.3955

I tried to build a 3956 compilation with MSVC2010 - new problems spotted during compile process (log as attachment), but finally... ========== Build: 6 succeeded, 0 failed, 0 up-to-date, 0 skipped ========== Now, what can I do now? I thought that the exe file will be created after compilation, in fa...
by PL_Andrev
Fri Jan 28, 2011 4:58 pm
Forum: Compile
Topic: How to compile rev.3955
Replies: 10
Views: 4188

Re: How to compile rev.3955

1. Did you get the FreeOrion SDK, or just the source code? 2. Have you built FreeOrion previously on that system? 1. No. Only the source code available to download by TortoiseSVN application. 2. Not again. It was not possible on my machine, so I unzipped revision available as TAR.GZ file and put on...
by PL_Andrev
Fri Jan 28, 2011 1:23 pm
Forum: Compile
Topic: How to compile rev.3955
Replies: 10
Views: 4188

How to compile rev.3955

Sorry, this is magic for me... I use rev. 3785 and I think that its time to build new version of this game. 1. Download last rev by SVN... done. http://img340.imageshack.us/img340/5735/39551.png 2. Open the correct file to compile... done. http://img708.imageshack.us/img708/8365/39552.png 3. Many e...
by PL_Andrev
Fri Jan 28, 2011 9:33 am
Forum: General Discussion
Topic: Newbie: First Play (v0.3.15) and First Thoughts
Replies: 13
Views: 3531

Re: Newbie: First Play (v0.3.15) and First Thoughts

Each planet is food and minerals producer/collector. So, if empire is destroyed all collected goods are disappear? I'm confused about why you mention planetary population in this context. When you take a planet you get all the surviving population added to your empire. Where is a source of this info...
by PL_Andrev
Fri Jan 28, 2011 8:06 am
Forum: Other Game Design
Topic: Galaxy Map designator for known/unknown systems
Replies: 41
Views: 2900

Re: Galaxy Map designator for known/unknown systems

The better way than sensors is a ship / scout in system. If we talk about "sensors" we should know - type of sensor for ships only - type of sensor for colonized planet (like radar station) - how to calculate range if few sensors are installed - how to build technology patch for sensors Bu...
by PL_Andrev
Thu Jan 27, 2011 6:37 pm
Forum: General Discussion
Topic: Newbie: First Play (v0.3.15) and First Thoughts
Replies: 13
Views: 3531

Re: Newbie: First Play (v0.3.15) and First Thoughts

The simplicity of a central stockpile seems necessary for ease of programming and gameplay. Some sort of visual aid along starlines would be very useful for seeing what is connected and what is not (elezar's example seemed good). This means that a central distribution point may be an essential buil...
by PL_Andrev
Wed Jan 26, 2011 5:08 pm
Forum: Other Game Design
Topic: Diplomacy model / Diplomacy AI
Replies: 3
Views: 1010

Re: Diplomacy model / Diplomacy AI

Trade 1. Goods to trade At this forum is many many posts about "how to trade" but no list of goods to trade. But what is a "trade"? Trade is for me diplomatic offer with goods exchange. But we can prepare other diplomatic offers - so the trade as goods exchange is a special situ...
by PL_Andrev
Tue Jan 25, 2011 9:34 pm
Forum: Other Game Design
Topic: Diplomacy model / Diplomacy AI
Replies: 3
Views: 1010

Re: Diplomacy model / Diplomacy AI

On it's own, it's not especially useful to write a big long list of the features you want to see. Though diplomacy hasn't been nailed down, there's been discussion on the topic for instance: here . Your ideas will make a bigger impression if you explain why they are more fun, more understandable, a...
by PL_Andrev
Mon Jan 24, 2011 1:07 pm
Forum: Other Game Design
Topic: Diplomacy model / Diplomacy AI
Replies: 3
Views: 1010

Diplomacy model / Diplomacy AI

This is my proposal of AI relationship based on several games, especially GalCivII game. I. Relationships 1. Basic relationship 2. Toleration 3. Supremacy II. Intelligence 1. Passive scanning 2. Secret data transfer 3. Espionage and counter-espionage III. Co-operations 1. Relations 2. Gifts and requ...