Search found 1060 matches
- Thu Jan 22, 2009 9:32 am
- Forum: Programming
- Topic: FreeOrion Windows SDK
- Replies: 50
- Views: 37301
Re: FreeOrion Windows SDK
Thanks Geoff, I've now got the full compiling, running, not-crashing FO on my system.
- Sun Jan 18, 2009 10:22 am
- Forum: Graphics
- Topic: Concept Art
- Replies: 43
- Views: 17419
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...
- Sun Dec 17, 2006 6:06 am
- Forum: Other Game Design
- Topic: Gaian Planets (a modification)
- Replies: 29
- Views: 9162
- Fri Dec 15, 2006 3:35 am
- Forum: Other Game Design
- Topic: Gaian Planets (a modification)
- Replies: 29
- Views: 9162
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...
- Sun Dec 03, 2006 4:08 am
- Forum: Graphics
- Topic: How to Display Many Fleets in One System?
- Replies: 22
- Views: 6872
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...
- Sun Dec 03, 2006 3:50 am
- Forum: Graphics
- Topic: Combat ship placement mockup
- Replies: 23
- Views: 9401
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...
- Sat Dec 02, 2006 11:00 pm
- Forum: Graphics
- Topic: Combat ship placement mockup
- Replies: 23
- Views: 9401
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 ...
- Sat Dec 02, 2006 7:12 pm
- Forum: Graphics
- Topic: Combat ship placement mockup
- Replies: 23
- Views: 9401
- Sat Dec 02, 2006 8:24 am
- Forum: FreeOrion Project
- Topic: Mussings on Python
- Replies: 3
- Views: 3055
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 ...
- Tue Nov 21, 2006 7:16 am
- Forum: Story
- Topic: Simulacrons
- Replies: 8
- Views: 12086
- Tue Nov 21, 2006 5:34 am
- Forum: Other Game Design
- Topic: Race Techs
- Replies: 48
- Views: 13509
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...
- Mon Oct 23, 2006 2:36 am
- Forum: Strategy Games
- Topic: FreeCraft Update
- Replies: 22
- Views: 10563
- Thu Oct 19, 2006 10:18 pm
- Forum: Strategy Games
- Topic: Sword of the Stars demo
- Replies: 108
- Views: 40845
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...
- Thu Oct 19, 2006 9:25 pm
- Forum: Strategy Games
- Topic: Space Empires V Demo
- Replies: 14
- Views: 6218
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...
- Wed Oct 18, 2006 1:53 am
- Forum: Other Game Design
- Topic: Race Techs
- Replies: 48
- Views: 13509
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...