Search found 243 matches

by Sandlapper
Mon Apr 09, 2007 4:07 am
Forum: General Discussion
Topic: we need a new lead for freeorion
Replies: 20
Views: 6777

Utilae is correct about past procedure, however with Aquitane's duly noted absence (in the old days, the one eyed wonder would have already given a few words of wisdom about the future direction of this project, towards our comrade eleazar; albeit, the fact that it will be days, if not weeks, before...
by Sandlapper
Thu Apr 05, 2007 10:55 pm
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 36096

Some of this is partially covered by the link Geoff provided: Geoff the Medio Note that the above post assumes some knowledge of some already-established decisions, which are noted in the V0.4 Design Pad. Reviewing that first is reccomended before posting. See second post on page one, link highlight...
by Sandlapper
Tue Apr 03, 2007 11:59 pm
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 36096

maelstrom512 wrote: I have another question that should be considered: Do planets, stars, big ships, etc. cast "shadows" in scanning coverage? Perhaps depending on the tech? This would allow for even low tech ships to create an ambush. I would propose that in early game, that there be a "shadow" ar...
by Sandlapper
Mon Apr 02, 2007 11:09 pm
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 36096

eleazar: I'm not clear on your difference between navigational scanners, and battle\exploration scanners, but it sound like early game battles will consist primarily of looking for your enemy. Perhaps realistic, but not very exciting. The navigational scanner was discussed as a basic "built in" sca...
by Sandlapper
Mon Apr 02, 2007 10:32 pm
Forum: Graphics
Topic: Alien head design
Replies: 12
Views: 4081

Hate to break it to you... but the Eaxaw were the original, worm-type aliens... I presume that's directed toward me; the Norwana are an aquatic starfish\octupus race, not a worm like race. Skaro's design could be adapted to either race. The bottom half, long individual apendage could obviously be a...
by Sandlapper
Sun Apr 01, 2007 8:37 pm
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 36096

This doesn't quite sum up all discussion, but covers a lot. I went through the original questions, one by one, since some were not discussed yet. This may spur some additional discussion (to counter some of my proposals) before a final summation is made. How far can units see? This has been discusse...
by Sandlapper
Sun Apr 01, 2007 4:54 pm
Forum: Graphics
Topic: Alien head design
Replies: 12
Views: 4081

Nice work to both, Skaro and Pd! Skaro, your green alien could easily be adapted to my race suggestion "The Norwana". Here are the first two lines from my description: The Norwana, an aquatic species from the system Tiennafarina. Half octypus, half starfish in appearence, with five muscular, yet dex...
by Sandlapper
Sun Apr 01, 2007 4:30 pm
Forum: Strategy Games
Topic: Moo2 vs Moo1
Replies: 77
Views: 64875

eleazar The sliders in Moo1 were annoying. A constant struggle to not waste resources cleaning up a perfectly clean planet, while also avoiding creating waste. Sure that problem could have been rectified without ditching the slider, but that certainly wasn't "easy to control". LOL, there is only 5 ...
by Sandlapper
Sat Mar 31, 2007 3:57 am
Forum: Strategy Games
Topic: Moo2 vs Moo1
Replies: 77
Views: 64875

marhawkman so this game somehow had better looking graphics than MoO2? The graphics are not the issue with replayabilty; Moo1 has an excellent AI for the computer adversaries, and excellent balance in most weapons and shields. The game made use of sliders for resource allocation, which made gamepla...
by Sandlapper
Thu Mar 29, 2007 11:24 pm
Forum: Strategy Games
Topic: Moo2 vs Moo1
Replies: 77
Views: 64875

Ditto StratCaster, graphics on par for 1993. I, too, bought it new; and I'm still playing it.
by Sandlapper
Wed Mar 21, 2007 1:48 am
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 36096

@ utilae: I wasn't inferring that there would be mid-game weapons fire across to the far side of a system, as much as just simply detecting ships system wide. I think mid-game would still be limited to long range missles, maybe. I would envision cross system direct fire as needing massive ships wit...
by Sandlapper
Tue Mar 20, 2007 12:20 am
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 36096

Just remember, that if we have too many modes, etc it could get very micromanagement heavy if there are lots of ships. If there was a group functionality to give the order to the entire fleet, with all ships that can, go as stealth as they can, then I see it working. I think we could simply have a ...
by Sandlapper
Sat Mar 10, 2007 2:00 am
Forum: Other Game Design
Topic: Request for Comments: Ship Design
Replies: 89
Views: 11910

I agree with the slot/allowable space setup as presented so far. Personally, I want total micromanagement of a ship's design; however, I wouldn't always do that with every ship. For the sake of the masses, and minimalising micro, Utilae's hint at auto configuration would fit the bill. As implied, si...
by Sandlapper
Sun Apr 02, 2006 8:10 pm
Forum: Other Game Design
Topic: Complimentary Technology Effects
Replies: 5
Views: 1364

That's a great idea, Utilae! Perhaps have a researchable tech that allows a new weapon/shield/effect to be added to a ship in component steps. Just as you alluded, the components could be added to various existing systems, as they are minuturized (freeing up usable space for the component to be adde...
by Sandlapper
Mon Jan 16, 2006 7:12 pm
Forum: Other Game Design
Topic: Eliminate turn-processing splash screen?
Replies: 27
Views: 3280

I don't mind keeping the splash screen as a turn seperator, persay, but after more than 3 seconds of seeing "loading", it gets old. A moo1 style fleet movement screen, between turns is desirable to me, too.