Search found 32 matches

by Uziush Vielky
Sun Jan 22, 2012 11:31 pm
Forum: Graphics
Topic: Invasion Overlay Icon
Replies: 2
Views: 2104

Re: Ivasion Overlay Icon

Perhaps a sword or two crossed guns would be good. And it's not bad being Human-centric. After all only humans will be playing the game :lol:
by Uziush Vielky
Sat Dec 17, 2011 4:47 pm
Forum: Other Game Design
Topic: Advanced Ship Editor like in GalCiv2
Replies: 1
Views: 784

Advanced Ship Editor like in GalCiv2

I understand that FO will probably end up with a simple ship editor a la MoO2 (Select hull -> Select wanted modules -> Name and save design). I wanted to suggest a more advanced method of ship designing purely for aesthetic use. The placing of components would be just as it is right now (Selecting a...
by Uziush Vielky
Sun Oct 30, 2011 2:25 pm
Forum: Other Game Design
Topic: Simple request
Replies: 13
Views: 1567

Re: Simple request

No - it doesn't make sense. For example in Red Alert 2 you could simply choose your preffered colour in the game options. If you joind a game and your colour was chosen by someone that joined before you, you just had to choose another colour from the list. In FO it could be done in the 1st turn of t...
by Uziush Vielky
Mon Oct 03, 2011 1:55 pm
Forum: Other Game Design
Topic: Bringing balance to the factions
Replies: 35
Views: 3075

Re: Bringing balance to the factions

As you said. No other effect beside consumption. A simple and micromanagment free model.
by Uziush Vielky
Sun Oct 02, 2011 3:02 pm
Forum: Other Game Design
Topic: Bringing balance to the factions
Replies: 35
Views: 3075

Re: Bringing balance to the factions

I would see another model: If you have a new species in your empire, you should get a prompt to: a) Commit genocide and kill all of the remains of a selected species in your empire and replace it with a chosen one (this would affect diplomatic relations with other empires. Mainly with the empire tha...
by Uziush Vielky
Sun Oct 02, 2011 2:05 pm
Forum: Scripting & Balancing
Topic: Making Space Monsters Cooler
Replies: 175
Views: 21626

Re: Making Space Monsters Cooler

Or maybe one of the most common types could be ommited from each game. There's no guarantee that all monster types will present in a game, and once more types are added, the chances of a different mix increase. Personally I'm interested in having an option (Possibly by clicking a "Details"...
by Uziush Vielky
Fri Sep 23, 2011 8:15 pm
Forum: Other Game Design
Topic: Basic Outposts
Replies: 80
Views: 10104

Re: Basic Outposts

- Supply outposts - better supplies then normal/other outposts (could possibly be used to boost trading when it's implemented) Supply (for planets and/or ships) is binary, on or off. Some of my (and other people's) original ideas had various degrees of supply, but that turned out to have a lot of c...
by Uziush Vielky
Fri Sep 23, 2011 6:30 pm
Forum: Other Game Design
Topic: Basic Outposts
Replies: 80
Views: 10104

Re: Basic Outposts

I agree with the above posts. Totally what I expect form aoutposts. eleazar's "Maybe" section is worth of expanding: Specific upgrades should make outposts more worthy of building. For example: - Radar outposts - specialize in detection - Research outposts - can utilize a special from a pl...
by Uziush Vielky
Thu Sep 01, 2011 9:40 am
Forum: Story
Topic: Hidden Gardener (planet-bound)
Replies: 4
Views: 2601

Re: Hidden Gardener (planet-bound)

Get a technology to genetically engineer it and use it to terraform whole planets!
by Uziush Vielky
Thu Sep 01, 2011 9:37 am
Forum: General Discussion
Topic: Why was 3D space combat chosen?
Replies: 2
Views: 1672

Why was 3D space combat chosen?

I was wondering why did you choose 3D space combat? After All it's going to be on a single plane that means all the 3D is just for the "good" looks. Personally I don't like 3D in strategy games it just makes things look messy, not good looking. A well made 2D strategy game (Starcraft 1 and...
by Uziush Vielky
Tue Aug 30, 2011 7:40 pm
Forum: Graphics
Topic: 0.4 ship design UI
Replies: 100
Views: 29521

Re: 0.4 ship design UI

But won't they be just placeholders anyway? When races are fully implemented all of them will have their own ship hulls, am I not right?
by Uziush Vielky
Sat Aug 27, 2011 5:43 pm
Forum: Graphics
Topic: Binary Stars
Replies: 18
Views: 9731

Re: Binary Stars

Couldn't the binary stars be more equal in size? It looks funny the way it's right now. I understand a binary star system has two stars orbitting each other. The size of the little "blob" suggests it's a very small star orbitting a very big star. It just doesn't feel right to me.
by Uziush Vielky
Thu Aug 11, 2011 8:42 pm
Forum: Scripting & Balancing
Topic: Making Space Monsters Cooler
Replies: 175
Views: 21626

Re: Making Space Monsters Cooler

I thought about making monsters colonizing and creating a new lair on a planet. A concept of an infestation of a players planet could be fun. Perhaps if a certain monster type detroyed all defenses it could convert te population/ships/infrastructure to it's advantage.
by Uziush Vielky
Sat Aug 06, 2011 8:50 pm
Forum: Other Game Design
Topic: A few simple things to make FO more playable
Replies: 146
Views: 10457

Re: A few simple things to make FO more playable

* Better sitrep battle messages. Stuff like: Ship lost at system X Hostiles defeated at system X Colony on planet X lost Planet X captured Imperial capital captured at X Empire X defeated! And maybe something like "Empire X surrendered to Empire Y" or something that games such as Galciv2 ...
by Uziush Vielky
Tue Jul 26, 2011 8:21 pm
Forum: Graphics
Topic: Species Icons
Replies: 41
Views: 18197

Re: Species Icons

OK. I had little trouble with my old FTP (deleted account), so I've written a simple page showing my species icons on a new server. So far I made one icon just for testing purposes. Let me know if this is OK and I'll proceed with making more spohisticated ones. This icon was supposed to represent a ...