Search found 314 matches

by Ablaze
Fri Feb 18, 2005 7:47 pm
Forum: Other Game Design
Topic: Stringtable / Translation Issues
Replies: 49
Views: 7659

I think you should include the flags as separate variables, and not in the string itself. That way if you find that you need to differentiate between the sex of one type of ship vs another. e.g. If a cruiser is male but a battlestar is female (I don't know why, ask the French.) then you can include ...
by Ablaze
Fri Feb 18, 2005 2:58 am
Forum: Graphics
Topic: 0.3 Tech Category icons
Replies: 204
Views: 37692

pd wrote:(the currency, essential for advanced trading).
Seems like advanced trading would have moved beyond having physical coins and gone all digital.
by Ablaze
Fri Feb 18, 2005 2:50 am
Forum: Other Game Design
Topic: Stringtable / Translation Issues
Replies: 49
Views: 7659

As far as I can see, a string table based translator would have to have a fragment for "I like" in the native language, one for "is nice", one for "he" and "she" and perhaps one for "name." Then, what about formal vs nonformal and other stuff that isn’t in the English language? Sure, it could be add...
by Ablaze
Thu Feb 17, 2005 8:16 pm
Forum: Graphics
Topic: 0.3 Tech Category icons
Replies: 204
Views: 37692

YES! An Ankh! The universal form of currency can be based on Egyptian females!
by Ablaze
Thu Feb 17, 2005 8:07 pm
Forum: Off-Topic
Topic: Enterprise canceled
Replies: 28
Views: 6978

It's their intro that really bugs me. Every time I hear it it makes me think of Friends or some other trash sitcom. Who made the decision to use some trite pop song in their intro anyway?
by Ablaze
Thu Feb 17, 2005 7:57 pm
Forum: Other Game Design
Topic: Stringtable / Translation Issues
Replies: 49
Views: 7659

It seems to me like it would be so much easier to send each of the canned messages in XML, with elements that contain all the relevant info, like. <Message type=like_message name="Bob" sex=male /> You'll have to forgive me if I don't have the sintax excatly right, but that's the general idea. You co...
by Ablaze
Tue Feb 15, 2005 7:04 pm
Forum: Off-Topic
Topic: Enterprise canceled
Replies: 28
Views: 6978

Really? I haven't watched it much past the first season. It's all I can do to keep up with stargate.
by Ablaze
Fri Feb 11, 2005 8:12 pm
Forum: Other Game Design
Topic: Civil unrest
Replies: 35
Views: 5574

People! If you're going to reference something PLEASE either explain the thing you are referencing or provide a link.
by Ablaze
Fri Feb 11, 2005 7:17 pm
Forum: Other Game Design
Topic: Galaxy History - Playing different Ages
Replies: 10
Views: 1741

I think it would be even cooler if the races who later became ancient depended on who came out on top in the early parts. The later games could have quite a different feel if you won them with a cloak-and-dagger race then if you won them with a technology oriented race. I think the best way to do th...
by Ablaze
Thu Feb 10, 2005 10:33 am
Forum: Other Game Design
Topic: Civil unrest
Replies: 35
Views: 5574

As far as I can tell, dave, your interim status during changeover and my shadow population are the same beast from different angles. The best thing I have been able to come up with so far for my game is to have your main race and then all other races you conquer can be left as they are, or through t...
by Ablaze
Wed Feb 09, 2005 7:48 pm
Forum: Other Game Design
Topic: Civil unrest
Replies: 35
Views: 5574

By now there are to possibilities for fo. First, you add the foreign people into you empire (with their abilities) or second, you can magicly convert the foreigns into your own species. Both choises are not very satisfying, but fo can only handle one species per planet. It is my understanding that ...
by Ablaze
Wed Feb 09, 2005 10:09 am
Forum: Other Game Design
Topic: Civil unrest
Replies: 35
Views: 5574

What would the advantages be in allowing multiple races of population in the way you proposed? (compared to only having one race, not compared to having many races simultaneously working, which is definitely out) In many space strategy games there are no racial bonuses, so the population is interch...
by Ablaze
Wed Feb 09, 2005 3:44 am
Forum: Other Game Design
Topic: Civil unrest
Replies: 35
Views: 5574

Rather than automatic killing or emigration, I suspect you'll have to vacate a planet of one race before you could settle with another. The "ruling" seems to be that you can only have one race on a planet. Since emigration will likely take a few turns to happen (which is probably necessary to avoid...
by Ablaze
Wed Feb 09, 2005 3:02 am
Forum: Other Game Design
Topic: Civil unrest
Replies: 35
Views: 5574

Perhaps instead of a migration point you could simply have a designated race on each planet and if you tried to import the people from another race (your race for instance) then it would change the planet’s race. All of the indigenous population would immediately stop working for you and try to emig...
by Ablaze
Wed Feb 09, 2005 12:44 am
Forum: Other Game Design
Topic: Civil unrest
Replies: 35
Views: 5574

Your right, cross empire emigration doesn’t really fit cleanly into the freeorion framework. Subspace returns (the game I’m building) uses it as one of the core game mechanics: When you start out you can pick from a few generic races. When you control the population of another race (through capturin...