Search found 24 matches

by Gunsan
Mon Nov 01, 2004 11:12 pm
Forum: Strategy Games
Topic: Running MOO2 on Windows 2000
Replies: 2
Views: 3243

Running MOO2 on Windows 2000

This article was posted on NTCompatible a while ago. Somehow I couldn't get back to it today, so I can't provide any link: I found a most mysterious (and thus far, undocumented) way to get Master of Orion II to run *perfectly* under Windows 2000 Professional. Best of all, it's simple. After reading ...
by Gunsan
Sun Sep 26, 2004 6:47 pm
Forum: Other Game Design
Topic: Solar System Origin
Replies: 7
Views: 1437

Keep in mind that FO maps are 2D, and the FO galaxy has 10-500 stars, whereas real space is 3D and the Milky Way apparently has 200-400 billion stars. Point is that if you wanted to have nearby recognizable stars (names) near you in FO, they would span far too much of the size of the galaxy for any...
by Gunsan
Sun Sep 26, 2004 4:37 pm
Forum: Other Game Design
Topic: Solar System Origin
Replies: 7
Views: 1437

Sounds promising and a bit surprising. I'm getting used to that my proposals are generally not very favourably recieved on this board. :wink: Could I continue with a second question? Regarding the more "fixed setup" is that meant to include locations of starsystems or only the components making up t...
by Gunsan
Sun Sep 26, 2004 11:27 am
Forum: Other Game Design
Topic: Exploration and telescopes
Replies: 4
Views: 1169

You're not alone in thinking along these lines. Only decades from now we will deploy space telescopes like ESA:s Darwin mission: http://sci.esa.int/science-e/www/object/index.cfm?fobjectid=31167 Even better would be to build an observatory on the far side of the moon. No sunlight bothering the instr...
by Gunsan
Sun Sep 26, 2004 10:57 am
Forum: Other Game Design
Topic: Realistic starmasses distribution
Replies: 26
Views: 4430

Your argument about life not being able to evolve for Stars Type A and above would only apply to the type of life we see here on earth. Since we have yet to encounter another sign of life outside our planetary system, we can only base our theories on what we have observed here on earth. We can extr...
by Gunsan
Sun Sep 26, 2004 10:38 am
Forum: Other Game Design
Topic: Solar System Origin
Replies: 7
Views: 1437

Solar System Origin

Here's an idea. Instead of having the start system always decided upon entirely by chance, what about, in the case of humans for instance, introducing an option where the origin corresponds to the actual starsystem of Sol? In MOO2 I always get frustrated when Sol is represented by a red dwarf. To il...
by Gunsan
Sun Sep 26, 2004 12:46 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 23771

Interesting layout, good explanation. I'd like to comment. The reason a planet in MOO II could be shown and be an object not much larger than a battleship was because it was understated the planet's position was sensed as being far below the combat action. This made it work and feel 'right'. The 3D ...
by Gunsan
Sun Sep 26, 2004 12:26 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 23771

Been reading this discussion and as an outsider I'd say Drek is absolutely right. Apart from introducing complexities for no apparent gain, system combat with a number of planets sprinkled on the map would just look silly. There's no way you could do justice to the distances and scales involved. Thi...
by Gunsan
Fri Sep 17, 2004 1:22 pm
Forum: Other Game Design
Topic: Realistic starmasses distribution
Replies: 26
Views: 4430

OK, as already defined Yellow stars are more likely to have terrans, etc... So giving more reds and less yellows would not only be realistic but also fun as players will chose their exploration route according to starcolors This is doubtlessly true and if you look at MOO II for instance, it tended ...
by Gunsan
Fri Sep 17, 2004 10:35 am
Forum: Other Game Design
Topic: Realistic starmasses distribution
Replies: 26
Views: 4430

Yes, it's important for people to understand the FO policy in regards to realism. I know, I started out on this forum banging my head against the same wall to no avail. The more sciency stuff will have to be relegated to other game projects. Being so, according to my understanding, I'll make some ba...
by Gunsan
Fri Sep 17, 2004 8:48 am
Forum: Strategy Games
Topic: What Should Master of Orion IV be Like?
Replies: 4
Views: 4088

Hello, That Guy and thanks for your comments! No, I wouldn't think I'm only complaining, rather staking out ground and setting priorities. Neither am I putting impossible requirements on things like the interface. I'm basically only saying that MOO II succeeded brilliantly with that task, and it's t...
by Gunsan
Thu Sep 16, 2004 11:19 pm
Forum: Strategy Games
Topic: What Should Master of Orion IV be Like?
Replies: 4
Views: 4088

What Should Master of Orion IV be Like?

I want to start this thread to discuss how you would like Master of Orion IV to turn out when design on a sequel starts out someday in the future. I'm hopeful it's actually going to happen. The franchise is nothing like dead and buried, considering how many people still mourn the game they never got...
by Gunsan
Tue Feb 24, 2004 1:39 am
Forum: Strategy Games
Topic: Master of Orion II and XP
Replies: 7
Views: 4493

Oh, I think I see. Thanks a lot for the assistance!
by Gunsan
Tue Feb 24, 2004 1:30 am
Forum: Strategy Games
Topic: Master of Orion II and XP
Replies: 7
Views: 4493

Hmm... emulation mode, never done that. Is it complicated?
by Gunsan
Tue Feb 24, 2004 1:26 am
Forum: Strategy Games
Topic: Moo2 vs Moo1
Replies: 77
Views: 66874

I wouldn't say MOO II ripped of Civ II, at least not primarily. I remember back then there was a series of fantasy strategy games which I unfortunately can't remember what it was called, which Orion II's use of workers, farmers and resources resembled even more. It was actually early-mid 90's real t...