Search found 154 matches
- Mon Mar 02, 2009 2:13 am
- Forum: General Discussion
- Topic: How expensive would it to buy old sourcecode of classics?
- Replies: 19
- Views: 6896
Re: How expensive would it to buy old sourcecode of classics?
Well, FO is aiming to be better then those old titles, on all levels, so as its nearing completion, it should win over the gamers. Yes, open source classic may draw away some programming talent, but it may as well simply increase the existing talent pool by drawing that talent to the 4x open source ...
- Fri Feb 27, 2009 8:15 pm
- Forum: General Discussion
- Topic: How expensive would it to buy old sourcecode of classics?
- Replies: 19
- Views: 6896
Re: How expensive would it to buy old sourcecode of classics?
I don't think that would be a good idea at all. Sure the classics are great to play even after all these years... Now think what would happen to ppl's interesty in FreeOrion if they could play MoO2 on Linux with properly rewritten tcp/ip support? (for those that don't know - there is still a fairly...
- Mon Feb 23, 2009 7:20 pm
- Forum: General Discussion
- Topic: How expensive would it to buy old sourcecode of classics?
- Replies: 19
- Views: 6896
Re: How expensive would it to buy old sourcecode of classics?
I agree that this may not work due to big companies not giving a damn, but we will not know until we try, right? And I certainly agree that small companies may be more likely to deal with such a project, thus I proposed in first steps above figuring out who holds the right to the stuff we may want.
- Mon Feb 23, 2009 6:13 pm
- Forum: General Discussion
- Topic: How expensive would it to buy old sourcecode of classics?
- Replies: 19
- Views: 6896
How expensive would it to buy old sourcecode of classics?
I decided to come back (last visit was Sat May 07, 2005 2:07 pm... btw, glad to see the FO is still alive and kicking!) with a question: * how much would it cost to try to buy the code and associated rights of some of the 4X classics? MOO for example? Their current commercial value is very low as th...
- Mon Feb 23, 2009 6:05 pm
- Forum: Translations
- Topic: Polish translation
- Replies: 19
- Views: 23750
Re: Polish translation
Kudos for Polish translation Keep it up!
- Fri May 06, 2005 8:36 pm
- Forum: Other Game Design
- Topic: XML downside
- Replies: 31
- Views: 8100
XML downside
Techs.xml has one very, very big problem: it is in XML. Now, before you rant on me, think about this: how many ppl contribute here, in brainstorming, and how many contributed WORKABLE, XMLed ideas to the tech design thread? Very few. And when the SE4 finally goes live, how many mods do you expect w...
- Fri May 06, 2005 8:09 pm
- Forum: FreeOrion Project
- Topic: Useful site: Orion's Arm
- Replies: 0
- Views: 2774
Useful site: Orion's Arm
Besides the name - perhaps it is a great resource for ready tech/story ideas. Perhaps a cooperation between FreeOrion and Orion's Arm may be quite useful?
Orion's Arm mainpage
Wikipedia on Orion's Arm
Orion's Arm mainpage
Wikipedia on Orion's Arm
- Sun Mar 06, 2005 7:27 pm
- Forum: Scripting & Balancing
- Topic: Next steps
- Replies: 43
- Views: 16225
I've also been poking a bit at HoI2, which occasionally requires you to commit to one branch of a tech tree at the expense of another. It only really does this in the doctrine section, and we don't have anything like this, but I'm curious how that might play out for us. That, for example, you might...
- Tue Mar 01, 2005 9:03 pm
- Forum: Scripting & Balancing
- Topic: Next steps
- Replies: 43
- Views: 16225
If you're just doing prerequisites and such, then it looks like most of your XML-formatted techs are roughly ok. The above is for effects stuff, mainly. Tnx for the links. Yes, I am mostly concentraing on prerequisites/allows stuff, with some notes/fluff. I prefer to live the effects, tech costs an...
- Mon Feb 28, 2005 7:03 pm
- Forum: Other Game Design
- Topic: Should FO be geared toward AIs or MP?
- Replies: 20
- Views: 4322
- Mon Feb 28, 2005 6:58 pm
- Forum: Scripting & Balancing
- Topic: Next steps
- Replies: 43
- Views: 16225
If you properly format your suggested techs as XML, and then specify theories in my current tree under which some of your applications might fit, we can probably use some of them in the game... So if - suprise - I don't know almost anything about XML, am I just wasting my time? Is there any guide f...
- Tue Feb 01, 2005 4:56 pm
- Forum: Scripting & Balancing
- Topic: Next steps
- Replies: 43
- Views: 16225
Over the past few days I have been working on a my own tech tree for FO. It is far from finished, but perhaps some of the tech ideas there may be useful for you. Anyway, I see no point in keeping it to myself, especially as the discussion here seems to be dying of - maybe this will sparkle a few com...
- Sat Jan 29, 2005 7:24 pm
- Forum: Other Game Design
- Topic: List of economic and political systems
- Replies: 37
- Views: 9031
HoI2 is out for 2 weeks now and I thought I'd post info on their new social policy/government sliders for your convinience: * Democratic - Authoritarian * Political Left - Political Right * Open Society - Close Society * Free Market - Central Planning * Standing Army - Drafted Army * Hawk Lobby - Do...
- Thu Jan 06, 2005 6:07 pm
- Forum: Other Game Design
- Topic: Animated Todying, Groveling Assistent Wanted
- Replies: 13
- Views: 2973
- Sat Dec 18, 2004 9:26 pm
- Forum: Scripting & Balancing
- Topic: DESIGN: Economics Category
- Replies: 40
- Views: 15443
Nice ideas Geoff, but some of them seem parerell instead of vertical to me (ie. as alternative choices, but not any advancement). For example, why planned is more advanced then market? I'd put Interstellar Trade and Galactic Monetary Policy in the begining and divide the rest into several pararell a...