Search found 39 matches
- 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 ...
- 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...
- 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...
- 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!
Thank you very much for you help, Geoff!
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...