Search found 41 matches

by Hexxium
Mon May 24, 2004 2:57 am
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 86149

There are some fundamental problems with the idea that still need to be solved. For example, how does the UI scale for dealing with early game capacities vs. late game capacites? Well you can use logarithmic scaling, so for example a project that needs 5x more time than another uses less than 5x th...
by Hexxium
Mon May 24, 2004 1:54 am
Forum: Other Game Design
Topic: GNN?
Replies: 17
Views: 3079

Info about other empires should be available through intelligence. Would make spying far more important than in most 4x games I've played, without weakening other areas.

On topic: I'd like some "news robot" style info too, now and then, but maybe without including exact numbers.
by Hexxium
Sat May 15, 2004 12:58 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 86149

Also let me clarify, the Imperial Quee is simply a Quee of stuff thats "drop this into an avalible system Quee when one becomes avalible". I'm not sure I completely understand what you mean. Anyway, I think we should have exactly one type of queue, either imperial, system, or planetary. Anything be...
by Hexxium
Sat May 15, 2004 12:13 pm
Forum: Other Game Design
Topic: different galaxy sizes: yes or no?
Replies: 12
Views: 1526

We can still choose one galaxy size/type to focus on later for balancing purposes, if necessary. Should we decide to do so, there would be one "official most balanced" galaxy. No need to drop the other ones though. Still I don't think that will be necassary, if players decide to play an "unbalanced"...
by Hexxium
Thu May 13, 2004 11:10 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 86149

If we use the "infrastructure + few special buildings" (including expensive and rare shipyards) approach... Is there still a reason for having a global build queue and/or global allocation of production? I don't think so, I think we should have the familiar planetary build queues then. As someone s...
by Hexxium
Thu May 13, 2004 7:37 pm
Forum: Other Game Design
Topic: "Event-Engine" (a refinement of drek's story-based
Replies: 72
Views: 7035

All this to say, you may not want to put too much priority in these discussions on minimizing wait/idle time. Obviously turns and combat should be optimized to minimize time requirements, but slavery to "no waiting" can hurt. I view a little waiting as the price you have to pay for a good TBS multi...
by Hexxium
Thu May 06, 2004 11:51 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 86149

It's a bad idea to tie defense to infrastructure, because that eliminates the choice which planets to defend. A "level of defense" setting for each planet, with determines what facilities (missile base etc.) will be available, seems reasonable to me. Increasing the level should take some time and re...
by Hexxium
Thu May 06, 2004 4:23 pm
Forum: Audio
Topic: Hexxium Music
Replies: 8
Views: 9024

I've uploaded a raw midi version to http://user.cs.tu-berlin.de/~pawit/mid/.

But as it is now, I think it's too repetative and too short to use it as galaxy screen music.
by Hexxium
Thu May 06, 2004 4:00 pm
Forum: Audio
Topic: source audiofiles & ogg-vorbis
Replies: 12
Views: 4167

It's always a bad idea to use a "lossy" format for the source files.
by Hexxium
Mon May 03, 2004 10:39 pm
Forum: Audio
Topic: Hexxium Music
Replies: 8
Views: 9024

drek wrote:Any chance of posting the source midi?
Sure, but give me some time ;)

I'm new to midi and I'm using and old version of Cubase, which I have been using for audio recordings mostly. I still haven't figured out how to export midi correctly, for example with the correct tempo set ;)
by Hexxium
Mon May 03, 2004 10:28 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 86149

I think it's very important to make attacking/conquering planets way more difficult than defending/keeping them. It's not much fun if colonies are conquered or destroyed all the time, on both sides. Imagine a war where both opposing empires each just send a huge fleet into enemy territory to destroy...
by Hexxium
Thu Apr 15, 2004 2:59 am
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 86149

I think the familiar local build queues, with the possibility to issue macro commands, would have the same micromanagement-reducing effect. So instad of your "[Terraform] at [All Worlds]" in empire build queue, which would be somewhat intransparent to the user, we could use the same commands like e....
by Hexxium
Thu Apr 15, 2004 2:12 am
Forum: Audio
Topic: Hexxium Music
Replies: 8
Views: 9024

Hexxium Music

I want to try and contribute some music too. But usually I'm more into rock/pop music, and mostly "real" recordings, so I'm completely new to this stuff. Which brings up my first question: Do you think we could use some Rock/Pop style music in FO? Maybe for a certain race? Anything based on the stan...
by Hexxium
Thu Apr 15, 2004 1:37 am
Forum: Other Game Design
Topic: Buildings
Replies: 26
Views: 2686

Also just because something is automatic doesn't necessarilly mean it is "free" We could model it as a percentage of empire wealth, allow the player to pay an upfront cost if they have enough etc. It would be something happening in the background that the player oculd either yea, or nay, but wouldn...
by Hexxium
Thu Apr 15, 2004 1:31 am
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 86149

http://www.artclusta.com/bb/viewtopic.php?t=631 As I said in the above thread, buildings should be kept to a minimum. I set the focus of my planet and go. I agree that there shouldn't be many buildings, but I don't think we've already agreed on the exact number. For you, "keeping them to a minimum"...