Search found 15 matches

by Kevin
Tue Sep 30, 2003 1:14 am
Forum: Programming
Topic: The Help Thread
Replies: 293
Views: 44631

I don't see a smiley in your post, tsev, so I can only assume you are getting good performance out of GG on your system. On mine (P3 600, Windows, no 3d acceleration) it is abysmal.. abyssmal... really, really bad. Approximately three seconds pass between performing an action and receiving a respons...
by Kevin
Fri Sep 19, 2003 7:50 pm
Forum: Other Game Design
Topic: Government/Policies: Butter Principle
Replies: 12
Views: 3103

For the goose principle, I would like to see technology "leak" to players that are substantially behind their neighbors. Say technologies older than X levels behind your latest & greatest will have an increasing chance of being acquired by backward players. I think a good 'realism' argument could be...
by Kevin
Fri Sep 19, 2003 7:36 pm
Forum: Other Game Design
Topic: Multi-racial Empires+Planets
Replies: 15
Views: 3226

What if we use Ablaze's idea, but tone it down a bit. Say, the amount of change to your EP is propotional to the ratio of the conquered population to your population. So if you're a big empire and you conquer a single small world that has an EP very different, your EP just gets expanded a little bit...
by Kevin
Wed Sep 17, 2003 1:53 am
Forum: Design Archive
Topic: Design: Ship Range
Replies: 43
Views: 34259

I also like CAs maintenance cost idea. It seems that it should not be based purely on distance, but on distance / (maximum engine speed you've researched). Slight nod to realism here, but mainly this would be so range increases naturally with engine improvements. Alternatively, there could be techs ...
by Kevin
Wed Sep 17, 2003 1:10 am
Forum: Programming
Topic: The Future of FreeOrion
Replies: 18
Views: 3356

The higher the hardware requirements and the newer the development tools and libraries required, the fewer developers will be able or willing to participate. (I have a box I'd like to use for FO development, but its video card / support may prohibit this. I don't want to use my main box because I do...
by Kevin
Wed Sep 10, 2003 12:00 am
Forum: Design Archive
Topic: Design: Starlanes
Replies: 155
Views: 62330

Tek, I don't know if it was a console game, but what you describe sounds sort of like Star Control. Anyone else remember the original SC? It was a (very fun) arcade-space-war sort of game. Each race had its own ship, some better than others, and you could go head-to-head with the computer or a frien...
by Kevin
Thu Aug 28, 2003 1:14 am
Forum: Design Archive
Topic: Design: Starlanes
Replies: 155
Views: 62330

I suggest making the ratio of starlane speed to OR speed an option chosen at the beginning of the game. Easy to tweak when play-balancing, and setting a ratio of 1:1 effectively means "no starlanes", unless starlanes have a non-speed effect I haven't noticed. Alternatively, have two options Starlane...
by Kevin
Wed Aug 27, 2003 10:34 pm
Forum: Other Game Design
Topic: minor/magnate civs?
Replies: 79
Views: 8144

Yes, I understand the 'age' type techs. I was just suggesting a different mechanism for stunting a normal race to make it a minor. Your method gives a 'slow start', mine gives a 'quick stop'. IMO the two methods would give slightly different flavors to the game, and could both be used (even in the s...
by Kevin
Wed Aug 27, 2003 7:48 pm
Forum: Other Game Design
Topic: Characters
Replies: 42
Views: 7377

re: BLUNDERS. I like the idea that there is a risk associated with leaders. I would suggest that the probability of a BLUNDER should decrease with experience, but the severity should increase. As rationale, the more authority a person has, the less their actions are questioned or overseen. For gamep...
by Kevin
Wed Aug 27, 2003 6:59 pm
Forum: Other Game Design
Topic: minor/magnate civs?
Replies: 79
Views: 8144

What about lopping off the top of the tech tree, so that a minor is limited to speed 1 engines, neutron pellet guns, etc.

Either this method or the stone-age to space-age method would require player-specific tech trees. Has that conversation already taken place?

- Kevin
by Kevin
Tue Aug 26, 2003 1:20 am
Forum: Other Game Design
Topic: Ship Building as a System Level Function
Replies: 46
Views: 5379

I like the idea of having the same interface for queueing up ships no matter how many planets / systems / shipyards you are dealing with. Presumably you have a dialog that shows you how many of each size / class of ship you can build simulteneously and how much production is available to do so. 1. I...
by Kevin
Tue Aug 26, 2003 1:04 am
Forum: Programming
Topic: Behavior under Windows 2000 (without sound)
Replies: 1
Views: 900

Behavior under Windows 2000 (without sound)

I am seeing some odd things running under Windows 2000, and I wanted to know if anyone else had seen similar behavior. 1. The "active area" of controls are below where the control appears. That is, if I want to click on a button, I have to click no less than half a button-height _below_ the button. ...
by Kevin
Sat Aug 23, 2003 12:17 am
Forum: Programming
Topic: The Help Thread
Replies: 293
Views: 44631

OK, it's the call to MixOpenAudio() in HumanClientApp::SDLInit() that is failing, resulting in an Exit(1). Ideally it seems that lack of audio should not prevent the game from running. Would there be some way to open a 'null' audio device so this could be done witout littering the code with with if ...
by Kevin
Fri Aug 22, 2003 8:23 pm
Forum: Programming
Topic: The Help Thread
Replies: 293
Views: 44631

Gcc is definitely version 3.2. (mingw special 20020817-1). The versions of the dlls seem to match the versions reported in the header files, insofar as I can check them. Might I suggest a version resource be added to the GG dlls? Has anyone else had a problem with gdb (on the command line) reporting...
by Kevin
Fri Aug 22, 2003 12:59 am
Forum: Programming
Topic: The Help Thread
Replies: 293
Views: 44631

Problems under Windows

First of all, it's great to finally see a MOO clone with some organization and momentum! (And written in C++) I would very much like to help out, by performing code reviews if nothing else. But first I would like to actually run the game. After a few false starts, I was able to build the three execu...