Search found 67 matches

by MisterMerf
Sun Nov 21, 2004 7:46 pm
Forum: Off-Topic
Topic: Riddle ;-)
Replies: 106
Views: 18548

Moriarty wrote:Another one:

I am sometimes strong and sometimes weak,
But I am nobody's fool,
For there is no language that I can't speak,
Though I never went to school.
What am I?
The voice?
by MisterMerf
Fri Nov 19, 2004 6:27 am
Forum: General Discussion
Topic: Linux Help
Replies: 14
Views: 2864

I recently got a degree in Computer Science from a public institution. Years ago, however, I took a single programming course at a local community college. The instructor for the course suggested that I take my first two years at that community college. Cheaper, he said, and just as good. No. While ...
by MisterMerf
Tue Nov 16, 2004 9:24 pm
Forum: General Discussion
Topic: Research Topic "Cooperative Development": Your Org
Replies: 1
Views: 1327

I'm new to this project (less than a month), so not qualified to speak for it with ultimate authority. Some observations of interest: The project lives (or dies, I suppose) by the forum. The existence of a beta version of the game hooks visitors, the forum holds them. While no one is working on this...
by MisterMerf
Sat Nov 13, 2004 4:37 am
Forum: Other Game Design
Topic: Excel star system generator
Replies: 5
Views: 1518

I may not be the intended audience for this macro, but please clarify:

What is the correspondence, if any, between the current game mechanism for generating systems and this macro?

Why is this more useful than generating a galaxy in a debug mode (assuming one exists) and querying at will?
by MisterMerf
Mon Nov 08, 2004 2:59 am
Forum: Other Game Design
Topic: the effects of defeat
Replies: 22
Views: 3463

Epic last stands and underdog victories are an important part of the game. If crew morale suffers from defeat and there isn't a straightforward (non-micromanagement intensive) way to increase it again, it will be hard to balance.
by MisterMerf
Sun Nov 07, 2004 10:30 am
Forum: Scripting & Balancing
Topic: Next steps
Replies: 43
Views: 13611

The example I posted was about a 125 star galaxy (where I obviously had access to the whole thing ...).
by MisterMerf
Fri Nov 05, 2004 3:47 am
Forum: Other Game Design
Topic: Suggested Brainstorming Forum Rules
Replies: 14
Views: 2861

I wrote a summary on combat timing and multiplayer battle selection methods. http://www.freeorion.org/wiki/index.php?title=SpaceCombatProCon However, there were a lot of other ideas and posts that went in to the discussion that would not distill very well in the summary. It's hard to stay up to date...
by MisterMerf
Fri Nov 05, 2004 3:41 am
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12847

Costs to build ships and/or materials would have a base number that would be changed depending on which setting was chosen. If you wanted lots of ships, the base number is what would be used. If you only wanted a few ships, then the base numbers would be increased so it costs more or takes more mat...
by MisterMerf
Fri Nov 05, 2004 12:13 am
Forum: Scripting & Balancing
Topic: Next steps
Replies: 43
Views: 13611

I was aggressively expansionist for 62 turns and then switched over to RP production. My results: 1 - 80 RP 11 - 101 RP 21 - 125 RP 31 - 155 RP 41 - 183 RP 51 - 285 RP 61 - 522 RP ______________- 71 - 1174 RP 81 - 1845 RP 91 - 3211 RP 101 - 4103 RP Mark III Completed - Turn 32 Mark IV Completed - Tu...
by MisterMerf
Fri Nov 05, 2004 12:09 am
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12847

Can we please both camps? I, for instance, want to see indescribably massive armadas. I want the might of a thousand systems to appear MIGHTY, dammit! Others want to invest their energy in a single ship of a single group and see them fight their noble way across the galaxy. I can only see both of t...
by MisterMerf
Thu Nov 04, 2004 10:00 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12847

Can we please both camps? I, for instance, want to see indescribably massive armadas. I want the might of a thousand systems to appear MIGHTY, dammit! Others want to invest their energy in a single ship of a single group and see them fight their noble way across the galaxy. I can only see both of th...
by MisterMerf
Thu Nov 04, 2004 9:34 pm
Forum: Other Game Design
Topic: Suggested Brainstorming Forum Rules
Replies: 14
Views: 2861

Discussing disadvantages of proposed systems is pretty necessary. It just has to be done carefully.

Tiptoeing around and trying to propose new systems that fix problems you see with others WITHOUT revealing those problems would be, in my opinion, both tedious and ineffective.
by MisterMerf
Mon Nov 01, 2004 7:20 pm
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 23226

Nomads would be awesome...but then who would play the other races? ^_-
by MisterMerf
Mon Nov 01, 2004 5:04 am
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12847

If I had my druthers... Low numbers of ships are practical in beginning to mid-game. From there, production ramps up to support legions of ships. Cost to product ships should be close to proportional to volume, making larger ships take considerable resources (yet still be worth it, somehow...). Weap...
by MisterMerf
Mon Nov 01, 2004 1:32 am
Forum: Other Game Design
Topic: Ship Design: Stars! vs Moo vs SEIV
Replies: 183
Views: 23226

On the topic of ship size caps, I agree with Ranos: Technology should limit the max size for some portion of the game. I think (but can't back this up) that removing limits from the beginning will result in either an unusable strategy (not practical or terribly useful to build a significantly large ...