Search found 33 matches

by m_k
Sun Apr 20, 2008 10:23 am
Forum: Scripting & Balancing
Topic: Self-Gravitating Structures/Artificial Heavenly Bodies
Replies: 9
Views: 3733

Re: Self-Gravitating Structures/Artificial Heavenly Bodies

I'm not sure, it depends on just how big would a structure have to be before it creates its own gravity (anyone know?). The following calculations are by no means exact, but they should give a rough estimate of dimension. Lets say real gravity means if you jump up on the surface you won't be able t...
by m_k
Sun Apr 13, 2008 12:45 pm
Forum: Programming
Topic: profiling freeorions sources?
Replies: 15
Views: 3538

Re: profiling freeorions sources?

The newest version is 3.9 (incidentally released today, also see here ) but apart from that you can also try and compile the game from the newest source code in the svn (read the compile page for this), which is what you'll need to do to contribute to programming. On the speed, the first thing you m...
by m_k
Fri Apr 11, 2008 2:18 pm
Forum: General Discussion
Topic: Colour blind users
Replies: 5
Views: 2043

Re: Colour blind users

I don't know how to configure X.org for colour blindness simulations, but there are dozens of sites on the web, like this: http://www.vischeck.com/vischeck/vischeckImage.php , where you at least can check screenshots. But I agree with pd thatmost of the adaption should be made in a mod, firstly beca...
by m_k
Fri Apr 11, 2008 6:56 am
Forum: Other Game Design
Topic: My Thoughts
Replies: 17
Views: 2690

Re: My Thoughts

Could you tell us which version of the game you used? At least the increasing waiting time between turns vanished some time in the newer versions. Another thing is, that this could be related to some of the numerous memory leaks in the game, have you tried saving the game and then loading it again, ...
by m_k
Tue Apr 08, 2008 8:29 pm
Forum: Other Game Design
Topic: lame generic humanoid vs variations of deformed blobthing
Replies: 33
Views: 6538

Re: lame generic humanoid vs variations of deformed blobthing

To m_k: I apologize for sounding elitist or something, but that way of thinking about evolution is misinformed. We were not evolved to use tools. Somewhere along the line our brains got "tweaked," and we became capable of abstract thought. Tools soon followed. However, you are on the righ...
by m_k
Tue Apr 08, 2008 7:42 pm
Forum: Programming
Topic: AI programming
Replies: 33
Views: 6261

Re: AI programming

The tricky thing will be deciding when everything is of the balance so much that the focus will need to change. You'll probably have to devise some set of rules for this and test it until you found the right parameters. I think the problem is: Where are the goals of the AI? As long as there are no ...
by m_k
Sun Apr 06, 2008 9:17 pm
Forum: Other Game Design
Topic: lame generic humanoid vs variations of deformed blobthing
Replies: 33
Views: 6538

Re: lame generic humanoid vs variations of deformed blobthing

The list was souly about appearance, note that if you read the text directly above that quote, the races have to be creative not just unique, but I won't hold you to that ;) anyway, several of them are pretty much identical to humans except for superficial details such as: -from star trek the feren...
by m_k
Sun Apr 06, 2008 1:40 pm
Forum: Other Game Design
Topic: lame generic humanoid vs variations of deformed blobthing
Replies: 33
Views: 6538

Re: lame generic humanoid vs variations of deformed blobthing

Excluding their non-humanoid phases of life then yes, they're not too bad, its not that hard to have a singular creative biology, now try finding 9 humanoids that you can line up side by side and still think every one of them is unique. It is probably impossible to compile such a list without someb...
by m_k
Tue Apr 01, 2008 9:50 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 91162

Re: Simulating Citizens

Great :) graphs make this so much easier for me to comprehend and discuss this sort of thing I think what you are describing is the red line in the following graphic. I don't want to see it work like that. But your exponential curve i could only call it "smooth" at the terminal end. Immed...
by m_k
Mon Mar 31, 2008 10:01 pm
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 91162

Re: Simulating Citizens

Interesting. Playing with a spreadsheet it's functionally the same the same as what i proposed in it's result— when considering a single planet. However i'm concerned about 2 things: 1) The way the numbers change seems unnatural. I.E. it moves very quickly at first and very slowly later on. In the ...
by m_k
Mon Mar 31, 2008 7:04 pm
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 91162

Re: Simulating Citizens

Current VS Historical caused for (un)Happiness and/or (dis)Loyalty [...] I think the same can be achieved without having to use two values. Let's say, the meter tends to get back to neutral by 10% each turn, so for example if it was 20 in one turn it will modified by -2, so it will be at 18 the nex...
by m_k
Mon Mar 31, 2008 11:44 am
Forum: Programming
Topic: AI layout
Replies: 3
Views: 1549

Re: AI layout

So far this looks fine to me. Considering your question marks: - stores production queue? - stores research queue? (also available from foAIInterface) I think it is better not to store them but instead get them from the interface whenever they are needed (which should only be the case in the corresp...
by m_k
Fri Mar 28, 2008 11:13 pm
Forum: Top Priority Game Design
Topic: Diplomacy Preliminary
Replies: 147
Views: 63406

Re: Diplomacy Preliminary

Well the game would generate its proposals based on input you were giving ie I want X.... [things I want to get in the diplomatic proposals] I will take Y.... [things that I don't particularly want, but are things I'm willing to take] I will give Z........ For resources those have a minimum to get ...
by m_k
Tue Mar 25, 2008 3:17 pm
Forum: Audio
Topic: Overall Audio Themes and Strategy
Replies: 20
Views: 20413

Re: Overall Audio Themes and Strategy

The general idea of randomisation sounds good, although it would perhaps be possible to even go further and add one ore more layers to allow different combinations of back and foreground so for example if you have ten one minute samples for background, foreground and an auxiliary layer each, there w...
by m_k
Mon Mar 24, 2008 4:48 pm
Forum: General Discussion
Topic: Can't run the game off installation
Replies: 9
Views: 3092

Re: Can't run the game off installation

The vcredist_x86.exe installs some files needed by programs compiled with visual c++, so you could try, but in theory if those were the missing files you would probably get an error mentioning a missing dll. I believe somewhere around here a read about a case where the game didn't run using .net 2.0...