Search found 1060 matches

by Impaler
Thu Jan 22, 2009 9:32 am
Forum: Programming
Topic: FreeOrion Windows SDK
Replies: 49
Views: 12292

Re: FreeOrion Windows SDK

Thanks Geoff, I've now got the full compiling, running, not-crashing FO on my system.
by Impaler
Sun Jan 18, 2009 10:22 am
Forum: Graphics
Topic: Concept Art
Replies: 43
Views: 12309

Re: Concept Art

Josh you really nailed the Gyisache concept art in terms of it matching my mental image of what they would look like. Your point about their eye stalk/arms being rather bad as a way to manipulate and see at the same time is quite true but It was my desire that creatures have design flaws. You see ev...
by Impaler
Sun Dec 17, 2006 6:06 am
Forum: Other Game Design
Topic: Gaian Planets (a modification)
Replies: 29
Views: 5270

Thanks for making a mock up, I agree is not very nice looking but it dose prove the visual destinctivness of the idea which was the main thrust. When the player sees the patch-work they know its a Gaia and they can very intuitivly SEE "this is a wildcard planet". To make it look better the patches o...
by Impaler
Fri Dec 15, 2006 3:35 am
Forum: Other Game Design
Topic: Gaian Planets (a modification)
Replies: 29
Views: 5270

Perhaps something like the Genisis planet from StarTrek II is what we want, visualy the planet would look like a patchwork of all the other planet types. A ranbow patchwork would be unique as all the existing planets tend to be uniform and atmost have 2 dominant colors. These gaia pics would probabl...
by Impaler
Sun Dec 03, 2006 4:08 am
Forum: Graphics
Topic: How to Display Many Fleets in One System?
Replies: 22
Views: 3511

two simple ideas spring to mind - Each player in the game is assigned an imutable Angle at game creation, evenly divinding the 360 degree pie between them. Each fleet icon is shown equal distance from the star at their unique angular offset guaranteeing no Icons can ever overlap. One particular posi...
by Impaler
Sun Dec 03, 2006 3:50 am
Forum: Graphics
Topic: Combat ship placement mockup
Replies: 23
Views: 5312

battle-groups MUS be able to mix ships from different fleets inorder to keep the number of tactical units under control, thats the whole point after all Clearly elezar has a point that it would be a crying shame for the player to have re-battle-group every time they enter battle. I think I have a so...
by Impaler
Sat Dec 02, 2006 11:00 pm
Forum: Graphics
Topic: Combat ship placement mockup
Replies: 23
Views: 5312

Orforse for convenience throwing a raw ship on the map will create a marker if any are avalible, if none are avalible raw ships cant be placed this way THe player dosen't have to create empty groups unless they want to (presumably their planning ware to deplay and are selecting the location before ...
by Impaler
Sat Dec 02, 2006 7:12 pm
Forum: Graphics
Topic: Combat ship placement mockup
Replies: 23
Views: 5312

How about this idea, the player can place some number of "fleet markers" on the battlefield equal to this control limit (how ever that limit is determined, be it a hard cap or some other value it will be a known value at this phase). The markers just apear as circles with numbers on them and at firs...
by Impaler
Sat Dec 02, 2006 8:24 am
Forum: FreeOrion Project
Topic: Mussings on Python
Replies: 3
Views: 1925

Mussings on Python

Howdy guys, I haven't been seen much on FO for the last year because I've been heavily into Civ4 moding, primarily C++. Its been fun and I polished my skills quite nicly but I've desided to move on to a new language which Civ4 introduced me too, Python. I'd only been rougly aquanted though intriged ...
by Impaler
Tue Nov 21, 2006 7:16 am
Forum: Story
Topic: Simulacrons
Replies: 8
Views: 3846

I'd go even more radical, here are a few ideas. - Reproduction is fully virtualized and esentialy instantanious, when Hard-drive space and energy permit new "personality matixis" can be compiled using existing individuals as a template. The new matrixis are "matured" aka digitaly aged to make them p...
by Impaler
Tue Nov 21, 2006 5:34 am
Forum: Other Game Design
Topic: Race Techs
Replies: 48
Views: 8187

Perhaps MoO1 will again act as an example. In any random game your might get only half or less of the weapons in a particular catagory like Missles for example, their were about a dozen total missle types and of thouse you always had a few. Some times that first missle tech wouldn't apear for some t...
by Impaler
Mon Oct 23, 2006 2:36 am
Forum: Strategy Games
Topic: FreeCraft Update
Replies: 22
Views: 7153

I like the name "Cosmos" or something along thouse lines.
by Impaler
Thu Oct 19, 2006 10:18 pm
Forum: Strategy Games
Topic: Sword of the Stars demo
Replies: 108
Views: 26835

I've also tried this Demo and concure with the group opinion on most of these things. I found an inability to click on fleets in deep Space to be madiningly frustrating, it seems clicking directly on the little mono-crom SD ship is wrong, your suposed to click the INVISIBLE title bar thingy which on...
by Impaler
Thu Oct 19, 2006 9:25 pm
Forum: Strategy Games
Topic: Space Empires V Demo
Replies: 14
Views: 3438

Only 4 races for one, striped down game options, no Senarios, Uterly no documentation (you basicaly have to have played SEIV inorder to know what your doing) and I think theirs might be a turn limit as that was done in the SEIV demo. I'm also giving this Demo a try. I played a demo of SEIV years ago...
by Impaler
Wed Oct 18, 2006 1:53 am
Forum: Other Game Design
Topic: Race Techs
Replies: 48
Views: 8187

Some thoughts on Utilae's proposal: I like the Moo1 concept of per player randomization of what what Techs are even researchable, SotS which many of you have tried used this to a minor extent but Moo1's tree-less level based implementation was far superior in m opinion. But I digress, the point is t...