Search found 31 matches

by Odi
Thu Sep 04, 2003 2:34 pm
Forum: Off-Topic
Topic: Where are we now on the road map?
Replies: 8
Views: 2982

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...
by Odi
Thu Sep 04, 2003 12:07 pm
Forum: Programming
Topic: [User Interface] Galaxy Map High Level Design Proposal
Replies: 15
Views: 3404

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 ...
by Odi
Thu Sep 04, 2003 11:50 am
Forum: Other Game Design
Topic: Democracy Games
Replies: 12
Views: 2228

just two sidenotes :)
a) who is going to code the stuff that is necessary (except you are going to discuss everything and then input all orders in a regular mp-game).
b) who wants to play weeks for just one turn and play years to complete the first 100 turns? ;)
by Odi
Thu Sep 04, 2003 11:47 am
Forum: Design Archive
Topic: Design: Starlanes
Replies: 155
Views: 61677

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...
by Odi
Tue Sep 02, 2003 12:58 am
Forum: Strategy Games
Topic: RTS games, how could they be made better?
Replies: 47
Views: 15139

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...
by Odi
Mon Sep 01, 2003 11:29 pm
Forum: Other Game Design
Topic: Micro Manage vs Macro Manage. Which is best ?
Replies: 119
Views: 13888

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...
by Odi
Mon Sep 01, 2003 6:07 pm
Forum: Other Game Design
Topic: Micro Manage vs Macro Manage. Which is best ?
Replies: 119
Views: 13888

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 ...
by Odi
Mon Sep 01, 2003 1:48 pm
Forum: Design Archive
Topic: Design: Starlanes
Replies: 155
Views: 61677

@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...
by Odi
Sun Aug 31, 2003 4:26 am
Forum: Programming
Topic: The Future of FreeOrion
Replies: 18
Views: 3303

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...
by Odi
Thu Aug 28, 2003 11:26 am
Forum: Other Game Design
Topic: Ship Building as a System Level Function
Replies: 46
Views: 5333

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...
by Odi
Wed Aug 27, 2003 6:04 pm
Forum: Other Game Design
Topic: Remote resourcing
Replies: 5
Views: 1099

ahhh, well, personally I always hated such a level of micromanagment, besides this idea would only work if minerals are just a local thing that doesn't appear as a empire-wide ressource (as you mentioned).
by Odi
Wed Aug 27, 2003 12:57 pm
Forum: Other Game Design
Topic: Space Combat Proposal
Replies: 69
Views: 10463

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...
by Odi
Wed Aug 27, 2003 12:15 pm
Forum: Design Archive
Topic: Design: Ship Range
Replies: 43
Views: 33910

@ 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...
by Odi
Wed Aug 27, 2003 5:53 am
Forum: Other Game Design
Topic: Ship Building as a System Level Function
Replies: 46
Views: 5333

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...
by Odi
Wed Aug 27, 2003 5:39 am
Forum: Design Archive
Topic: DESIGN: Economy Details for v.2
Replies: 136
Views: 56650

Well, personally I like the steep-system of MoO3, since every project has a point where extra ressources can't be transfered optimally. A formular... well... lets see ... how about: costs * 1.5^(1 + speedup*2).