I agree PowerCrazy. And on the subject of AI, whos coding it? theres a great resource here where not only they can discover great AI routines but discuss it with others in the forums.
Theres a few essys of interest here, here, here, here and finally here.
Search found 90 matches
- Sat Jan 24, 2004 1:45 pm
- Forum: Other Game Design
- Topic: Diplomatic Spying and the 'shadow game'
- Replies: 22
- Views: 2583
- Sat Jan 24, 2004 3:16 am
- Forum: Other Game Design
- Topic: Diplomatic Spying and the 'shadow game'
- Replies: 22
- Views: 2583
So even though they might hate race A more, race B just destroyed their homeworld, so race B is the next to be obliterated from the face of the universe Wouldn't fancy coding that one into the AI. Basic on itself, but with everything else, it looks like the AI will need some kind of complex mathema...
- Fri Jan 23, 2004 7:31 pm
- Forum: Other Game Design
- Topic: Diplomatic Spying and the 'shadow game'
- Replies: 22
- Views: 2583
- Fri Jan 23, 2004 6:53 pm
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 9663
Oh, I'd like to add to this, as Krikkitone has jogged my memory by bringing up internal politics. Are we going to have governors and ship commanders like in MoO2? If so, first off we should make the ship commanders in charge of fleets, not just ships. (I read this on another post somewhere in this f...
- Fri Jan 23, 2004 3:34 pm
- Forum: Other Game Design
- Topic: Logistics similar to VGA Planets
- Replies: 25
- Views: 3609
- Fri Jan 23, 2004 3:28 pm
- Forum: Other Game Design
- Topic: what type of game are we creating...
- Replies: 97
- Views: 9663
I would say that you that concentrating on Diplomacy, Fleet Development and Spying, as this will give the user a rich and varied game experience, allowing different and varied ways to deal with contact with other races (have a seemingly nice diplomatic feel, while you sabotage there production effor...
- Fri Jan 23, 2004 3:06 pm
- Forum: Programming
- Topic: status
- Replies: 9
- Views: 2211
- Thu Jan 22, 2004 7:12 pm
- Forum: Other Game Design
- Topic: Logistics similar to VGA Planets
- Replies: 25
- Views: 3609
- Thu Jan 22, 2004 3:33 pm
- Forum: Other Game Design
- Topic: Logistics similar to VGA Planets
- Replies: 25
- Views: 3609
What if pirates were a player. So when you start a game you could choose to be a member of a pirate group. Races that are not pirates (did not choose to be members) will see you with hostility. Pirate races that are different guilds may be either rivals or allies (more likely enemies?). If two race...
- Wed Jan 21, 2004 7:35 pm
- Forum: Other Game Design
- Topic: Rebellions!
- Replies: 35
- Views: 6064
I know this is an old post but... This all sounds very good, but I wouldnt like a civ-style corruption model (or anything similar) that made your empire pretty much useless because all of its gold and production would be eaten up by corruption and waste. It really was annoying that I put all that ef...
- Wed Jan 21, 2004 5:18 pm
- Forum: Other Game Design
- Topic: Logistics similar to VGA Planets
- Replies: 25
- Views: 3609
I think we need to think in two versions; one is to continue as we are, making an ideal pirate scheme, fine tuning and detailing; and two, making a very simple, but acceptable version that may be brief enough(in regards to programming) to make it into 1.0. I agree with this. In terms of developing ...
- Tue Jan 20, 2004 8:27 pm
- Forum: Other Game Design
- Topic: Logistics similar to VGA Planets
- Replies: 25
- Views: 3609
You could pay pirates to do your bidding, such as harass another race and maybe pay extra not to say who hired the pirates. Yeah. Like the europeans did in the 16th-17th centuries in the Carribean. They gave pirates a privateer status, which allowed them to dock at their ports and resupply there, a...
- Mon Jan 19, 2004 12:10 pm
- Forum: Other Game Design
- Topic: Logistics similar to VGA Planets
- Replies: 25
- Views: 3609
Which also means that a certain 'level' of piracy could be an acceptable drain on your empire (ie 1% of goods lost) especially if eliminating piracy entirely was impossible, and the more you cut down on it (through ships assigned to patrol and stringent 'space trade' laws) the more expensive it got...
- Sun Jan 18, 2004 7:43 pm
- Forum: Other Game Design
- Topic: Logistics similar to VGA Planets
- Replies: 25
- Views: 3609
yes, i know it would add a bit to much complexity to an already complex game. However, as Ablaze said, make it the focus of a certain game scenario. For example, one game the player could choose a quick game and play a scenario where player/AI get resources bonuses and cheaper techs in order to make...
- Fri Jan 16, 2004 3:41 am
- Forum: Other Game Design
- Topic: Logistics similar to VGA Planets
- Replies: 25
- Views: 3609
Logistics similar to VGA Planets
VGA Planets is a half decent online game thats been around for years. One of its most impressive aspects is its focus on logistics. Though for a project like FreeOrion, such a focus on logistics might be a little to micro management, but nevertheless it will add an interesting aspect. What happens ...