Search found 102 matches

by ewh02b
Tue Jul 26, 2011 2:56 pm
Forum: Other Game Design
Topic: FreeOrion LAN play over WAN (aka the Internet)
Replies: 3
Views: 2572

Re: FreeOrion LAN play over WAN (aka the Internet)

A WAN is a Wide Area Network. A WAN card is probably a 3G card--one that lets you surf on a cellular phone modem connection.
by ewh02b
Thu Jun 22, 2006 11:47 pm
Forum: General Discussion
Topic: the new .net 2.0 framework requirement
Replies: 8
Views: 4063

The whole point of using .Net (any version) is that it keeps track of the libraries for you--including the libraries AND requiring .Net to be installed simply doubles the required download. I'm all for the opposite: leave out the libraries, and simply use the .Net stuff. It should save on the downlo...
by ewh02b
Thu Jun 22, 2006 11:42 pm
Forum: General Discussion
Topic: Adapting the VegaStrike engine for FreeOrion
Replies: 6
Views: 2540

ouch...that's gotta hurt. :lol:
by ewh02b
Mon Jun 12, 2006 10:23 pm
Forum: Other Game Design
Topic: Fleet Maintenance
Replies: 22
Views: 3760

one of the reasons that the cost would go up would be because you'd have to stock all 3 types of replacement gizmos, instead of stocking one gizmo. You'd have to calculate the restocking level for 3 products instead of 1, and if you ran low on only 1 of the gizmos, then you'd still have to make a re...
by ewh02b
Mon Jun 12, 2006 10:19 pm
Forum: Other Game Design
Topic: Game Distance Units
Replies: 81
Views: 10481

At the same time, two very close stars in realspace could be on opposite sides of the map in the game. What i'm saying is, if you treat starlanes as some sort of hyperspace network, then you dont have to use realspace distance units at all. problem: although this is possible, I find it highly unlik...
by ewh02b
Wed Jun 07, 2006 11:31 pm
Forum: Design Archive
Topic: Space strategy: Where and how?
Replies: 71
Views: 46564

Hey, nice post. Only had a few problems: ==== 6) If Galactic Law is established by a Senate, all Senate members are forbidden to declare war on another player without the Senate's vote/consent. Any player going to war without consent will find the defending player supported by the Senate fleet. Woul...
by ewh02b
Wed May 03, 2006 10:35 pm
Forum: Strategy Games
Topic: Need for new asynchronous strategy game
Replies: 2
Views: 3222

War! Age of Imperialism

http://www.coeytech.com/secure/eaglegam ... ductID=102

It's a fun game, up to 8 can play, turn based, here's a demo (single player only):
http://games.donohoedigital.com/war/demos.html

It's limited to 7 turns, but the full version has unlimited turns.
by ewh02b
Mon May 01, 2006 12:41 pm
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 55597

well, do we want to grow the command point exponentially? a navy spread across several star systems, with varying needs for food, munitions, and other supplies, will be an administrative nightmare. we could very easily make command point demand grow exponentially, and give the player various tools t...
by ewh02b
Mon Apr 17, 2006 9:28 pm
Forum: Design Archive
Topic: Space strategy: Where and how?
Replies: 71
Views: 46564

maelstrom, FreeOrion is turn-based. I would like to see your bottom three points made to happen--one thing I have NEVER seen in a game is the ability to target multiple enemies, only an area or a unit.
by ewh02b
Sat Apr 15, 2006 3:33 pm
Forum: Other Game Design
Topic: Grouping & Formations
Replies: 15
Views: 4135

hmm you like the idea of having the ships in a fleet visible individually when selecting fleets in system? I prefer making it so you have to click to view the contents of the fleet. We could just do an expandable list, like windows explorer. that way people can either give orders to a fleet (by cli...
by ewh02b
Mon Apr 10, 2006 12:50 pm
Forum: Other Game Design
Topic: Grouping & Formations
Replies: 15
Views: 4135

yes, why have the three distinctions? I guess your desire to have an "armada" is because you don't want to select 30 different fleets in order to move them one system away. simpler solution: "select all" button at the system level, that lets you select all fleets in-system and send them elsewhere. a...
by ewh02b
Mon Apr 10, 2006 1:17 am
Forum: Other Game Design
Topic: Grouping & Formations
Replies: 15
Views: 4135

Why not go with a Total War type configuration, where you could select half your units (or whatever) before the start of the game, group them, and give them a formation?
by ewh02b
Fri Apr 07, 2006 11:42 pm
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 55597

The easiest way of thinking about things is as a "priority". self preservation might be a higher priority than everything else--then again, maybe not. The player should be able to make a list (drag'n'drop) of what they want to accomplish--so Defense of Planets could be first, then Self Preservation,...
by ewh02b
Fri Apr 07, 2006 6:44 pm
Forum: Other Game Design
Topic: AI behaviors
Replies: 33
Views: 4726

pehaps have a -5 to +5 system, where your relations with everyone start out at 0, and as you interact with them, the relationship gets better or worse? kinda like the sliding scale in Moo2, but easier to understand. -5: total war. they hate you with their heart of hearts, and focus all their resourc...
by ewh02b
Fri Apr 07, 2006 3:35 am
Forum: Design Archive
Topic: Combat Requirements Doc - Preliminary
Replies: 133
Views: 55597

self-preservation is a goal like any other--it should be included. you'd want to have sliders for each goal. the combat orders would start out with self-preservation at 51%-the fleet would defend itself, but neither go out of its way to attack, nor flee. setting self-preservation to 100% would make ...