Search found 107 matches

by RonaldX
Sun Feb 07, 2010 3:48 pm
Forum: Audio
Topic: Bigjoe5's Music
Replies: 23
Views: 14680

Re: Bigjoe5's Music

Most polka is in 2/4 ...? Notable 3/4 includes Jupiter from Holst's Planets Suite starting around 1:45 in that video, and waltzes , most prominently starting at around 1:15 in that video. Right.. I meant waltz, I'm not really sure where I got polka from. That's what I get for posting at 2am. -Ty.
by RonaldX
Sun Feb 07, 2010 6:54 am
Forum: Audio
Topic: Bigjoe5's Music
Replies: 23
Views: 14680

Re: Bigjoe5's Music

The Trith theme? That's a pretty slow 6/8... It's 6/8 because while the strong beats are every third note, every sixth note - the downbeat - is an even stronger beat, which means that the strong-but-not-so-strong beats shouldn't be at the beginning of a 3/4 measure, but also shouldn't just be the s...
by RonaldX
Sun Feb 07, 2010 6:41 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 68076

Re: Simulating Citizens

http://www.freeorion.org/forum/download.php?id=580 I've read through the last 5 pages of this thread, and I'm going to try to take a stab at building a rudimentary framework for how this might look to the player, throwing in some numbers as a scaling factor.. I'm going to work off of this diagram b...
by RonaldX
Sun Feb 07, 2010 4:00 am
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1714

Re: Player Fleet / System Battle Authorization

I think it would be useful to have a detailed description and evaluation on how MoO (or other similar turn-based 4x games) dealt with these issues. I never do mulitplayer and don't really know. No reason to reinvent the wheel. It's a lot more compelling to say "Foo Game did it this way, and i (dis)...
by RonaldX
Sat Feb 06, 2010 6:01 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 68076

Re: Simulating Citizens

No apologies are necessary, and no offense was taken. I certainly don't expect anyone to read all the backlog. I haven't. My post was in no way a criticism of you-- just trying to get you up to speed. Again, your patience is appreciated. Given that the basic concept here is hashed out, the "objecti...
by RonaldX
Sat Feb 06, 2010 4:04 am
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1714

Re: Player Fleet / System Battle Authorization

In Some multiplayer games that would be the case, not in ALL, in some the limit mught be 4 per quantum, in others it could be 0 [all battles auto-resolved], in others it would be unlimited. In that case, there are a number of different solutions, many of which may be possible as options at game sta...
by RonaldX
Sat Feb 06, 2010 3:57 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 68076

Re: Simulating Citizens

I appreciate the time and clarification of your proposal. I understand that this is somewhat beyond a brainstorming thread, but that numbers and implementation aren't really what's being discussed here, more of a concreting of concept. In that spirit, given appropriate balancing, I have no objection...
by RonaldX
Sat Feb 06, 2010 12:31 am
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1714

Re: Player Fleet / System Battle Authorization

From the Movement/Combat/Production Timing thread: http://www.freeorion.org/forum/viewtopic.php?p=41426#p41426 Bigjoe's first response. He answered my question regarding multiple human-controlled battles per quantum here. Since nothing in that thread contradicted it afterwards, I took it to be the d...
by RonaldX
Sat Feb 06, 2010 12:21 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 68076

Re: Simulating Citizens

I'll be honest, I don't like the idea of Ethos affecting Allegiance/Happiness at all. I find that it pidgeonholes a player into a certain playstyle with certain races. If you pick a bloodthirsty race, and then try to pursue diplomatic victory, your people will hate you and rebel. Realistic? Sure. Bu...
by RonaldX
Fri Feb 05, 2010 11:58 pm
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1714

Re: passive/hostile fleet UI

Basically the rule would be to resolve human-human battles first (human-computer battles would only take place if there is no human-human options for that human) Most of this is irrelevant. No player can manually control more than 1 combat per quantum anyways. I wonder, though, if it is in fact pos...
by RonaldX
Fri Feb 05, 2010 1:24 am
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1714

Re: passive/hostile fleet UI

Another question which this brings up is how to decide whether or not a player manually controls a combat for which he selected "Don't Engage", or simply didn't select anything because he didn't detect any forces in the system. One possibility could be to separate this into two phases; the first ph...
by RonaldX
Thu Feb 04, 2010 5:21 am
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1714

Re: passive/hostile fleet UI

Every Time that Forces that are 1. Not yours I like everything except this.. I think it should be Non-Allied instead. You should have the option to attack allied fleets by going into the actual system and manually engaging in combat, but it's not something I would want popping up, and risk blowing ...
by RonaldX
Thu Feb 04, 2010 1:24 am
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1714

Re: passive/hostile fleet UI

Everything you said. I'm with you 100% on this topic. I don't see any need to set a fleet to "passive" or "aggressive" in terms of galactic movement. Automatically engaging everything you come across is patently foolish, and automatically declining combat is kind of purposeless. I don't believe it'...
by RonaldX
Wed Feb 03, 2010 5:45 am
Forum: Other Game Design
Topic: Space Life
Replies: 16
Views: 1178

Re: Space Life

I've been thinking for a while Space Pirates would make an ideal in game space monster. They randomly go from system to system exacting tribute, blockading systems, causing general mayhem while avoiding imperial patrols. They pledge allegiance to no one (but they might change their minds for the ri...
by RonaldX
Wed Feb 03, 2010 12:29 am
Forum: Other Game Design
Topic: Space Life
Replies: 16
Views: 1178

Re: Space Life

I like the idea of an all-consuming virus that annihilates anything that tries to land on a planet until enough research or radiation or firepower has been thrown at it to exterminate it and make the planet safe for colonization. Giant space creatures are fun but you'd have to look at them more as n...