Search found 22 matches

by Alberjohns
Tue Jan 29, 2008 12:56 am
Forum: Design Archive
Topic: Ships: Upgrades and Designs
Replies: 17
Views: 22466

Re: Ships: Upgrades and Designs

Refitting, or completely changing the design of a ship by replacing parts with unrelated parts, I don't think should be allowed. I don't see any problem with completely changing the design of a ship, except for the size of the ship, of course. I think a good way to handle your concerns is with the ...
by Alberjohns
Sun Jul 15, 2007 3:02 pm
Forum: Programming
Topic: Statically linked Linux-version
Replies: 111
Views: 96700

Re: Statically linked Linux-version

Do you believe that most linux-users will be able to compile FO? I do not think so. Look at some loki games, they are statically linked and come with an easy-to-use installer. And these games work an the majority of available linux versions. I agree kroddn. I have downloaded your staticly linked ve...
by Alberjohns
Tue May 15, 2007 9:50 pm
Forum: Other Game Design
Topic: My thoughts on Ship Design/Development
Replies: 9
Views: 1929

Re: My thoughts on Ship Design/Development

One could also assume that research already includes development and prototypes and testing in its current cost. That would be simpler. Yes. That is a good point, I suppose. Needless complexity which does not add to the enjoyment of the game should be avoided. But on the other hand, there may be go...
by Alberjohns
Mon May 14, 2007 9:45 pm
Forum: Other Game Design
Topic: My thoughts on Ship Design/Development
Replies: 9
Views: 1929

Re: My thoughts on Ship Design/Development

I always thought that creating a new ship design should be something that costs 'money' (command points, credits, whatever) and takes time. That sounds similar to the system in Alpha Centauri where building the first unit of a new design was much more expensive than the building of subsequent units...
by Alberjohns
Mon May 07, 2007 11:57 pm
Forum: Design Archive
Topic: Ships: Ship Design System
Replies: 49
Views: 40465

Well, I have never used Galleons much, even in the mid-game. It depends a lot on your style of game play, and also the size of your game map. I always play on huge maps, and always end up building large swarms of cruisers in the mid-game. Galleons seem to be too expensive for creating killer fleets...
by Alberjohns
Sun May 06, 2007 3:18 am
Forum: Design Archive
Topic: Ships: Ship Design System
Replies: 49
Views: 40465

I found myself using Galleons for almost everything mid-game because of the limits on everything else. (and galleons have awesome fuel efficiency when not loaded.) Well, I have never used Galleons much, even in the mid-game. It depends a lot on your style of game play, and also the size of your gam...
by Alberjohns
Sat May 05, 2007 11:26 pm
Forum: Design Archive
Topic: Ships: Ship Design System
Replies: 49
Views: 40465

I like the SE design system better. It has far more flexibility and is just more fun to use. Hmmm. Are you talking about Space Empires V? Yea, that's a good system too, I think, though it has a steeper learning curve, and is probably more complicated than it needs to be. Also, the AI does a crappy ...
by Alberjohns
Sat May 05, 2007 3:50 am
Forum: Design Archive
Topic: Ships: Ship Design System
Replies: 49
Views: 40465

Re: Ships: Ship Design System

I vote for the Slots system. In fact, to begin with, why not just copy the Stars! system? Its a very good system, and copying it will reduce the amount of design decisions needed to get FreeOrion fully operational. After that, modifications can be made as needed. As Geoff mentioned earlier "vo...
by Alberjohns
Mon Apr 30, 2007 10:21 pm
Forum: Design Archive
Topic: Ships: Ship Design System
Replies: 49
Views: 40465

Re: Ships: Ship Design System

Now that we've had a discussion about ship roles, we're ready to start discussing ship design in-game. Before we get into the details of that, we need to answer a very important question: what system do we use for design? I vote for the Slots system. In fact, to begin with, why not just copy the St...
by Alberjohns
Wed Apr 18, 2007 3:30 am
Forum: General Discussion
Topic: Thousand Parsec a Google SoC Mentor Organisation
Replies: 3
Views: 2383

Thousand Parsec looks like an interesting project. I have long been a fan of the Star! game, and Thousand Parsec looks a lot like Stars! I compiled Thousand Parsec a few months ago, and everything seemed to compile OK, but I was not able to ever set up a game and play it. Probably because the server...
by Alberjohns
Tue Sep 12, 2006 12:42 am
Forum: Compile
Topic: Building with CMake instead of SCons
Replies: 7
Views: 2200

I suppose the interface in FreeCiv is a bit clunky, but it's not really bad either. I mean very clunky... Every time I try to play FreeCiv, I can't get past the, IMHO, horrid interface. Well, I think the interface is fairly good in terms of presenting the information that you need to know to play t...
by Alberjohns
Sat Sep 02, 2006 12:15 pm
Forum: Compile
Topic: Building with CMake instead of SCons
Replies: 7
Views: 2200

Perhaps the problem is in properly installing and configuring all of the unusual libraries that FreeOrion uses That does seem to be the soure of difficulties for most people. It's not really related to the build system though, other than SCons' need for Python. I have finally succeeded in building ...
by Alberjohns
Wed Aug 30, 2006 12:47 am
Forum: Compile
Topic: Building with CMake instead of SCons
Replies: 7
Views: 2200

I personally detest CMake. My attempts to build ITK, for which it was originally written, have been an extended exercise in frustration and futility. I know how you feel. I personally detest ALL build systems, including Autotools, SCons, AND CMake. I usually have difficulty building most large proj...
by Alberjohns
Tue Aug 29, 2006 11:07 pm
Forum: Compile
Topic: Building with CMake instead of SCons
Replies: 7
Views: 2200

Building with CMake instead of SCons

I have noticed that the KDE project has switched it's build process to Cmake instead of Autotools or Scons: Why the KDE project switched to CMake -- and how . I'm not an expert on build systems, but it seems to me that Cmake might be better for Freeorion than Scons. Cmake is much more portable to di...
by Alberjohns
Tue Jan 10, 2006 3:23 am
Forum: General Discussion
Topic: i'm gonna help ya!
Replies: 31
Views: 7229

I wonder what will be the name of the default programming language (like assembly or binary is for current processors) once we switch over to quantum computers and qubits? I'd think something along the lines of Haskell Some people would suggest a version of lisp, such as scheme, or a varient thereo...