Search found 104 matches

by haravikk
Tue May 18, 2004 11:40 am
Forum: Other Game Design
Topic: Balance: Resource Interdependencies
Replies: 30
Views: 3602

I actually agree that food seems a bit useless. Wouldn't it be easier just to have a fertility rating for a planet, the greater the fertility the more population you can support? Advances and terraforming could allow fertility to be improved, while space bombardment would reduce it (by destroying th...
by haravikk
Mon May 17, 2004 12:58 pm
Forum: Off-Topic
Topic: Any ideas why IG changed their name to 'Atari'.
Replies: 10
Views: 3734

Hey, don't diss the 2600, Duke Nukem Forever works on it :P
by haravikk
Mon May 17, 2004 12:56 pm
Forum: Other Game Design
Topic: Balance: Resource Interdependencies
Replies: 30
Views: 3602

In relation to money and research I always thought of it like: Money >> Research >> Tech ie Money funds the buildings/scientists that generate the RP's which then go into technology. Like a budget I guess, the amount of money that you give to scientists determines what they can do and how fast they ...
by haravikk
Mon May 17, 2004 12:42 pm
Forum: Other Game Design
Topic: Sectors
Replies: 6
Views: 1048

Sectors

Many thanks to Satyagraha for sparking off this idea in another thread! The idea stems from an online game where I am a moderator called Starkingdoms . It is a web-browser based game which works pretty much on just numbers and words, it's not a graphical game like the MOO series. However, it does a ...
by haravikk
Mon May 17, 2004 12:07 pm
Forum: Other Game Design
Topic: Overhead maps
Replies: 4
Views: 974

Cool, you mean starkingdoms.com ? Starkingdoms is a 'spreadsheet' type game as well where you mainly deal in numbers but now that you mention it it does actually have a few things that could do very well in a game like FO, mainly the way that things are divided into sectors, something like that coul...
by haravikk
Sat May 15, 2004 10:54 pm
Forum: Other Game Design
Topic: Overhead maps
Replies: 4
Views: 974

Overhead maps

I'm not sure if this is maybe more of a graphical issue but it's still an idea. Space Combat I love the real-time, 3d space combat in MOO3, although I found the combat in MOO2 fun, the MOO3 real-time method really works for me, except for one small problem; I can't find the planets/fleets that I am ...
by haravikk
Wed May 05, 2004 6:10 pm
Forum: FreeOrion Project
Topic: New Thread Icon
Replies: 6
Views: 3132

Also seems to affect links as well, when I tried to click 'Post Reply' it directed me to the main forum page, I had to copy the link and add 'www.' to it. For the cookies, I believe that setting the domain as .freeorion.org will make it global. For the link problem, setting the site address to freeo...
by haravikk
Thu Apr 29, 2004 4:57 pm
Forum: Other Game Design
Topic: unique tech trees for races
Replies: 19
Views: 3145

Hmm, not quite related to the original idea but it would be cool if each race (or more realistically category of race) had its own technologies. A lot of these may be similar in all but the appearance but it would help give races more character. For example, harvesters may have some kind of harveste...
by haravikk
Sun Apr 11, 2004 10:59 pm
Forum: Other Game Design
Topic: Thoughts on technology
Replies: 12
Views: 1865

In MOO3 the order in which technologies appear seems to be randomised, for each empire, could something similar to this be done? ie certain 'base' techs are on specific levels, however some techs leading off from these could appear on one of several levels, sometimes making for levels with loads of ...
by haravikk
Sun Apr 11, 2004 10:35 am
Forum: Other Game Design
Topic: Buildings
Replies: 26
Views: 2866

To clarify what I wrote: Building 'level's, the way I saw these is not as upgrades to existing buildings but rather they would be buildings in addition to the previous levels. So even when you have robotic factories then you'd still have the simple workshops. So these are more of an improvements ide...
by haravikk
Sat Apr 10, 2004 11:10 am
Forum: Other Game Design
Topic: Buildings
Replies: 26
Views: 2866

I like the spartan method best, I think that a combination of pretty much all the methods would work well, though the spartan one is the primary focus for me. i.e: Planets are divided into regions, each region by default can have one building which pretty much (at this point) determines what that re...
by haravikk
Fri Apr 09, 2004 3:42 pm
Forum: General Discussion
Topic: How best to contribute?
Replies: 5
Views: 1234

Hey, I'm not saying there aren't some of us who become skilled at it ;)
by haravikk
Fri Apr 09, 2004 3:41 pm
Forum: Other Game Design
Topic: Espionage
Replies: 42
Views: 4624

(security buildings/ships/foci would be the primary defense against leader style spies--though just like in a space opera, a hero is rarely killed by the stormtroopers. To finish another leader off, you'd need a hero unit of your own.) I'm still not bought on the idea of having leaders as spies. Ha...
by haravikk
Fri Apr 09, 2004 9:49 am
Forum: General Discussion
Topic: How best to contribute?
Replies: 5
Views: 1234

Well I'm in a similar position myself, I've yet to begin learning C++ (I'm starting a Comp. Science course in Uni this year) and I'm not particularly good in most other areas. The way I'm currently trying to contribute is through ideas. It doesn't require any particular skill, you don't even have to...
by haravikk
Fri Apr 09, 2004 9:42 am
Forum: Other Game Design
Topic: Espionage
Replies: 42
Views: 4624

I detest sliders. So far, the game has 0 sliders...I've seen no compelling reason thus far to ruin FO's perfect track record. Sliders are just an example method but I can't personally think of a more user-friendly method of distributing things and fine-tuning them any other way. Except through ente...