Search found 25 matches

by moxy
Tue Sep 20, 2005 3:15 pm
Forum: Scripting & Balancing
Topic: CREATE: Applications and Buildings
Replies: 27
Views: 16686

no offense. im a coder, not a copy-writer. but i enjoy a little writing--and i dont like sloppy wording either. and a lot of those glitches or repetitions i know are the result of tweaking the copy, without giving it as full a read afterwards as i would like. im hesitant to take another pass at it t...
by moxy
Sun Sep 18, 2005 6:51 pm
Forum: Scripting & Balancing
Topic: CREATE: Applications and Buildings
Replies: 27
Views: 16686

I've corrected a couple errors in buildings.xml. Also gone thru the strings and made the tone and tense of buildings and techs more consistent with the style geoff started. also spell-corrected the whole thing. these are available here: http://neocrat.com/freeorion/ should i be checking stuff in? id...
by moxy
Sun Sep 18, 2005 4:39 pm
Forum: Other Game Design
Topic: time ship idea
Replies: 25
Views: 4413

gameplay-wise, i think its a bad idea. but its just so wacky and lovable, i know players would love it. the trick would be to put in the game somewhere it doesnt unbalance things. as youve described it, youd be stupid not to build this. so theres not much strategic choice. what if it was based on a ...
by moxy
Tue Sep 13, 2005 7:26 pm
Forum: Scripting & Balancing
Topic: CREATE: Applications and Buildings
Replies: 27
Views: 16686

ya, i was thwarted on my initial attempts and then got a copy of a recent build from tyreth and have been using that for testing the XML, intending to return to the compiling problems later. so in this build, i can see the apps in the tech tree and queue up the buildings, but nothing after that. i p...
by moxy
Mon Sep 12, 2005 6:03 pm
Forum: Scripting & Balancing
Topic: CREATE: Applications and Buildings
Replies: 27
Views: 16686

(I'm not trying to make a big deal of this, lest you get that impression...) not at all. i really hadnt put much thought into the style yet. but youre right. neutral is best to start and then later, something to add context and life, be it just a graphic or a bit of text, can be added. The general ...
by moxy
Mon Sep 12, 2005 4:48 am
Forum: Scripting & Balancing
Topic: CREATE: Applications and Buildings
Replies: 27
Views: 16686

The descriptions are pretty good stylistically. In a few cases the technobabble was a bit questionable... but then again, I wrote the Gravitonics description, so I probably shouldn't complain too much... though I want to. That said, we could probably do without interjections like "A fantastic possi...
by moxy
Mon Sep 12, 2005 1:31 am
Forum: Scripting & Balancing
Topic: CREATE: Applications and Buildings
Replies: 27
Views: 16686

based on the discussion with Geoff, ive re-thought the apps/buildings i was working on and tried to scale them up a bit. i know have 20 apps-building pairs of a more wonderific nature, scattered fairly evenly through-out the tech tree. also there are 10 basic direct-effect apps with no buildings. 2 ...
by moxy
Sat Sep 10, 2005 6:10 pm
Forum: Other Game Design
Topic: Limited Build Slots or No?
Replies: 48
Views: 6157

thanks. im quite familiar with the reqs doc and the plans for infrastructure. i was actually talking just about building slots which is still a TBD as of 0.3 Actually, this has been determined. Slots are out. However, buildings will almost certainly be getting build restrictions later, such as rest...
by moxy
Thu Sep 08, 2005 9:31 pm
Forum: Other Game Design
Topic: Limited Build Slots or No?
Replies: 48
Views: 6157

ya, i'd actually been discussing this topic quite a bit over here http://www.freeorion.org/forum/viewtopic.php?t=1137 im not sure what the general consensus was when the buildings were discussed, but i had been under the impression there would be a variety of buildings with any of: empire-wide effec...
by moxy
Tue Sep 06, 2005 7:03 pm
Forum: General Discussion
Topic: Which is your ultimate road to victory?
Replies: 28
Views: 5454

any game is badly designed if it becomes apparent that any one strat is in 'I WIN' button. there should be many viable strategies, including teching up only modestly but pursuing an aggressive stance while your opps are too focused on tech and not enough on defense in the early-mid game. personally,...
by moxy
Sun Sep 04, 2005 11:07 pm
Forum: Other Game Design
Topic: Limited Build Slots or No?
Replies: 48
Views: 6157

thanks. im quite familiar with the reqs doc and the plans for infrastructure. i was actually talking just about building slots which is still a TBD as of 0.3
by moxy
Sun Sep 04, 2005 1:50 am
Forum: Scripting & Balancing
Topic: CREATE: Applications and Buildings
Replies: 27
Views: 16686

I might be wrong, but my impression was that it'd be more common to have a planet on which nothing in the build queue is ever built, than it would be to have a planet with more than two "buildings"... so most buildings would be empire or galaxy wonders or semi-wonders. i see. i was thinking slightl...
by moxy
Sat Sep 03, 2005 11:31 pm
Forum: Scripting & Balancing
Topic: CREATE: Applications and Buildings
Replies: 27
Views: 16686

hmm. well what youre describing are what i think of as the 'empire wonders' and 'galactic wonders' in the reqs doc. but i imagined that these would comprise the minority of the total buildings. not as small a minority as civ since we have fewer buildings overall, but i guess something like 20%-50% r...
by moxy
Sat Sep 03, 2005 8:22 pm
Forum: Other Game Design
Topic: Limited Build Slots or No?
Replies: 48
Views: 6157

i know this is an old discussion but id really like to weigh in as a newcomer. as buildings are currently being worked on, i agree with the sentiment expressed towards the end of the thread that an understanding of how limits are placed is required to know what sort of buildings we design. first of ...