Search found 226 matches

by emrys
Mon Jan 12, 2004 9:33 am
Forum: FreeOrion Project
Topic: Density of Planets: from the v0.2 requirements document
Replies: 7
Views: 2588

Aquitaine wrote:Sounds like mod material. Not sure we'd want to cram something like that into the UI, but I doubt it'd be too hard to accomplish with the source.
Presumably this is equivalent to "put it on the v1.1 development list..."
by emrys
Fri Jan 09, 2004 6:17 pm
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 63689

So what would be the point of theories under your proposal?
by emrys
Fri Jan 09, 2004 3:22 pm
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 63689

o.k. so where have we got to in terms of requirements of the tech engine. (comments not relevant to the coding in italics) 1) Tech comes in at some number per turn, this varies throughout the game based on some yet to be determined factors (i.e. your economy). 2) Each Research Project has a cost tha...
by emrys
Fri Jan 09, 2004 9:13 am
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 63689

In HoI, if you fall short while a project is running, it gets suspended until you generate enough. You can re-prioritize your projects, as falling short is a fairly common occurance as your shipping lanes get raided, as the world market tumbles after you go to war. I presume that once a project is ...
by emrys
Fri Jan 09, 2004 9:00 am
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 63689

What happen to the option where you "refine" the theories or cat so all the related applications are cheaper. Covered by -allow it to be stockpiled and invested in improvements to the research rate. I think. Prereqs for cross-disciplinary techs uses levels too--none of that mess with pre-define pre...
by emrys
Thu Jan 08, 2004 5:18 pm
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 63689

The system is really model #2; if a project costs 50 RP for 20 turns, then having 10 RP, according to the strict HoI model, does nothing for you; this is something upon which we are flexible, though. Just to check, by this you mean that after the 20 turns, you will have spent 1000RP total on this p...
by emrys
Thu Jan 08, 2004 2:38 pm
Forum: Other Game Design
Topic: Starlanes, why?
Replies: 67
Views: 9452

However, space is the cosmic ocean. A very different setting. There was some talk about frontlines in previous posts. Let me just say thus: a frontline is an abstract concept. In a way there are frontlines in a space, but they are not defined by trenches and solid obstacles but by technological cap...
by emrys
Thu Jan 08, 2004 2:13 pm
Forum: Other Game Design
Topic: Question About "Galaxy Formation"
Replies: 14
Views: 1585

Gunsan wrote: Yet, if realism has no bearing at all on the project, what stops you from introducing space elves riding magical steads across the firmament?
Surely the space elves are a passed feature and wil be in from v0.3? :D
by emrys
Thu Jan 08, 2004 11:34 am
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 63689

Don't mind me, just sitting in an office in london, being bored.
by emrys
Thu Jan 08, 2004 11:19 am
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 63689

Since we seem to have a consenus on a point (miracles never cease) shall we have a quick yay or nay on the tenet: "We want categories that directly relate to gameplay elements, not broad categories unrelated to the mechanics of the game. The number of categories is irrelevant and will be determined ...
by emrys
Thu Jan 08, 2004 10:30 am
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 63689

8. Do we want to achieve multiple paths by balancing all techs perfectly, or by deliberately introducing several 'prefered paths' or tech families? How can we produce genuinely alternative gameplay styles and support this with the tech system? For the ease of balacing, I think most ppl here wants t...
by emrys
Thu Jan 08, 2004 9:51 am
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 63689

Could we calrify/decide something here. There seem to be two subtly different possible interpretations of the model as described so far by Aquitaine, which might be getting us all to talk at cross purposes a bit. To clarify things I'll describe how the alternatives as I see them would work out 1) Pr...
by emrys
Wed Jan 07, 2004 6:36 pm
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 63689

Right, so where have we got to. A first bash at a summary of the current jumping off point (this post is likely to be reedited as people complain I'm misrepresenting them.) FO is going to have a tech model based mostly on HOI. So far this means things like Research projects will take a number of res...
by emrys
Wed Jan 07, 2004 5:38 pm
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 63689

2) The German predilection for tanks or the British preference for naval power could be transferred to similar technology preference here; one race could prefer corvettes and fighters en masse while another prefers a small number of larger ships A question, in HOI do the Germans have a prediliction...
by emrys
Wed Jan 07, 2004 5:26 pm
Forum: Design Archive
Topic: DESIGN: HoI Tech Tree Model
Replies: 134
Views: 63689

That's in MOO. This is FO. We can design our combat engine to look more like a Total War series engine if we want. MOO2 and MOO3 were unable to make the kind of distinction you're talking about, but I don't even know how hard they tried. Ah, there's the point, we can design our combat model that wa...