Search found 31 matches
- Thu Sep 04, 2003 2:34 pm
- Forum: Off-Topic
- Topic: Where are we now on the road map?
- Replies: 8
- Views: 3148
I mean to start compiling a searchable, comprehensive, and organized by sections sticky of parameters like planetary population cap, racial growth... parameters that are 100% guaranteed modifiable when the game is near complete and in the final game so when ppl talk about +10% pop growth rate, it m...
- Thu Sep 04, 2003 12:07 pm
- Forum: Programming
- Topic: [User Interface] Galaxy Map High Level Design Proposal
- Replies: 15
- Views: 3510
nice one, still have to think about it (usually when I try to doze off my brain works at 150% and produces the best ideas, unfortunately I sleep bad and forget most things... :roll: ). @ skdiw: maybe you should have read the post more exact. hmm, I would really like to anatomize your post, though I ...
- Thu Sep 04, 2003 11:50 am
- Forum: Other Game Design
- Topic: Democracy Games
- Replies: 12
- Views: 2339
- Thu Sep 04, 2003 11:47 am
- Forum: Design Archive
- Topic: Design: Starlanes
- Replies: 155
- Views: 63389
skdiw, deepspace-combat is not passed, and I really doubt that it will get passed. About your ratio-doubt: a constant is just fine, wheres your problem? e.g. ORT: 2 turns distance * 6(constant multiplier) * 0.5 (tech boni) = 6 turns. ORT: 2 turns distance * 6(constant multiplier) * 0.3 (we have deve...
- Tue Sep 02, 2003 12:58 am
- Forum: Strategy Games
- Topic: RTS games, how could they be made better?
- Replies: 47
- Views: 15791
Im still wondering why nobody mentioned Total Annihilation (with CC and UTASP + max500-units-pp-mod)... TA offers a great set of different vehicles, unlimited strategies paired with a simple ressource-managment and a nice engine (especially when more than 300 enemy units try to break a well build de...
- Mon Sep 01, 2003 11:29 pm
- Forum: Other Game Design
- Topic: Micro Manage vs Macro Manage. Which is best ?
- Replies: 119
- Views: 14561
Well, a micro-limit is conceptually a good idea, but it will just produce much work and all the micro-players will just get mad ;) A timer does the same as IFPs: limiting playeractions [btw, the timer should be adjustable for the server all the time, not just when he decides to create a new game]. A...
- Mon Sep 01, 2003 6:07 pm
- Forum: Other Game Design
- Topic: Micro Manage vs Macro Manage. Which is best ?
- Replies: 119
- Views: 14561
hmm, one thing about ai-control is the point how good the ai does a specified task. On the one hand, if the ai does is absolut perfectly, and the player can't be better than the ai (because the ai does all task perfectly). Because of that he won't start to micro, since he would just fall behind the ...
- Mon Sep 01, 2003 1:48 pm
- Forum: Design Archive
- Topic: Design: Starlanes
- Replies: 155
- Views: 63389
@utilae: I definitely prefer the starlane-design, about the gates: Well, why not implement them as an system-level building that can be build for each wormhole and accelerates movement when entering from a system that has build a gate for this wormhole (one-way acceleration). @skdiw: Starlanes shoul...
- Sun Aug 31, 2003 4:26 am
- Forum: Programming
- Topic: The Future of FreeOrion
- Replies: 18
- Views: 3488
Well, personally I would really like to help where I can, but my C++-skills are... hmm... almost non-existent, we just started to switch from C to C++, but at least I know the basics (references & classes)... hmm, I really dont have a clue what to write besides that... (I tried to ad 1 or 2 more sen...
- Thu Aug 28, 2003 11:26 am
- Forum: Other Game Design
- Topic: Ship Building as a System Level Function
- Replies: 46
- Views: 5661
Re: summing up..
Uncertain: Systems can contribute their shipbuilding capacity to other systems. = produce parts that are transferred to other system where the ships are actually manufactured, thus allowing faster building of bigger ships. -The freighter capacity limits the effeciency of this. Would be nice, but fr...
- Wed Aug 27, 2003 6:04 pm
- Forum: Other Game Design
- Topic: Remote resourcing
- Replies: 5
- Views: 1118
- Wed Aug 27, 2003 12:57 pm
- Forum: Other Game Design
- Topic: Space Combat Proposal
- Replies: 69
- Views: 11342
What a bummer :( Discord's ideas were... just genius. It would avoid the tb-rts, we would just have a set of spped-buttons like in Star Wars Rebellion. And the fleet-managment is just like I wanted to suggest here... a littlbe bit more worked out, but the same concept... why didn't it get in ? (just...
- Wed Aug 27, 2003 12:15 pm
- Forum: Design Archive
- Topic: Design: Ship Range
- Replies: 43
- Views: 34723
@ Powercrazy: Were did you read that this should be micro-managed ?? And I doubt that you can use a energy weapons and the energy-system behind them without any loss within the system (repair -> spare-parts ;) ). @ Impaler: True, but to keep a closed system running you need at least spare-parts in o...
- Wed Aug 27, 2003 5:53 am
- Forum: Other Game Design
- Topic: Ship Building as a System Level Function
- Replies: 46
- Views: 5661
Just a quick question about ship-building: Ships that get build get placed... where ? Will there be a reserve-system (which I would like, but with some adjustments [every system has his own reserve, when creating a tf you can specify the max-distance from the creation-place (which determines how man...
- Wed Aug 27, 2003 5:39 am
- Forum: Design Archive
- Topic: DESIGN: Economy Details for v.2
- Replies: 136
- Views: 58457