Search found 68 matches

by BraveSirKevin
Wed Sep 04, 2013 9:19 am
Forum: Scripting & Balancing
Topic: proposed English sitrep reorganization
Replies: 31
Views: 2887

Re: proposed English sitrep reorganization

Is there a simple way to parse the item name to see if it starts with a vowel? Please keep in mind that english isn't the only supported in this game. The code doesn't support proper grammar variant branching for russian or german, so why should it be supported for english? Ideally it should be sup...
by BraveSirKevin
Wed Sep 04, 2013 7:23 am
Forum: Other Game Design
Topic: Stargates
Replies: 6
Views: 1106

Re: Stargates

Been using Stargates a fair bit in recent games because they're very useful for getting ships from one side of a large empire to the other without having to wait 20 turns for them to get there. (I tend to play larger galaxies of about 200 stars in a spiral formation, so journeys can often be lengthy...
by BraveSirKevin
Wed Sep 04, 2013 7:11 am
Forum: Scripting & Balancing
Topic: proposed English sitrep reorganization
Replies: 31
Views: 2887

Re: proposed English sitrep reorganization

There is some oddness introduced by this patch. Because it handles all things the same way, you get strange things like "a industrial centre has been produced" and, even more jarringly, "a terraforming has been produced"... While the new layout and syntax is a great improvement on the previous imple...
by BraveSirKevin
Wed Sep 04, 2013 4:15 am
Forum: Play-Testing Feedback
Topic: v0.4.3 + SVN 6373 ---my first play-tests in a while
Replies: 9
Views: 918

Re: v0.4.3 + SVN 6373 ---my first play-tests in a while

Are there ever any plans to make collapsed nebulae spawn with random planets? It seems kind of pointless otherwise. Yeah, getting new planets would be pretty nifty. If the collapsed nebulae do spawn new planets when the coalesce into a star, that would be awesome! If this is done though, is it poss...
by BraveSirKevin
Mon Sep 02, 2013 4:25 am
Forum: Scripting & Balancing
Topic: Balancing species
Replies: 24
Views: 2857

Re: Balancing species

An empire is not equal to its starting race. You're right... But starting race is one element that you have direct control over. You can't choose what kind of natives will be near you, or even that there will be any near you at the start of a game. You may be stuck with a one-race empire for the fi...
by BraveSirKevin
Mon Sep 02, 2013 3:28 am
Forum: Scripting & Balancing
Topic: Balancing species
Replies: 24
Views: 2857

Re: Balancing species

Given the spirit of "bad weapons" vs "good weapons" would it not make more sense to keep weapons identical, but instead affect the prices of researching the weapons? A race that's not good at making weapons shouldn't simply churn out bad versions of the standard weapons, but should have a harder tim...
by BraveSirKevin
Mon Sep 02, 2013 3:04 am
Forum: Other Game Design
Topic: moons and drives
Replies: 5
Views: 682

Re: moons and drives

A possible way of dealing with this without overly complicating anything is to create a few new specials for the planets. Example: "Barren Moon" on a Terran planet boosts max population of said terran planet, by a figure that's equal to the total population of a tiny barren planet for the inhabiting...
by BraveSirKevin
Sun Sep 01, 2013 4:57 am
Forum: Other Game Design
Topic: Making fuel more useful
Replies: 27
Views: 1682

Re: Making fuel more useful

I don't think making the building useless when ships are in the system is a good idea. It would render the building useless as the most effective place for a scanning facility to be is the frontier of your empire, and that's also exactly where your ships need to be because it's the border and it nee...
by BraveSirKevin
Sat Aug 31, 2013 12:58 am
Forum: Other Game Design
Topic: Making fuel more useful
Replies: 27
Views: 1682

Re: Making fuel more useful

If it is dirt cheap, by all means, make it more expensive, but cost really is only a temporary bar to the build-everywhere plague. It needs a downside, or it needs to apply only to specific circumstances. For instance, perhaps it requires the use of a "Detection" focus, or it decreases max populati...
by BraveSirKevin
Thu Aug 29, 2013 7:50 am
Forum: Other Game Design
Topic: Some UI suggestions to make play a little less confusing
Replies: 78
Views: 6411

Re: Some UI suggestions to make play a little less confusing

Why would anyone new contribute anything when any suggestion here is greeted by a long list of reasons why it can't and/or shouldn't be done? Which admittedly is quote-picking, but which does grossly misrepresent the situation and your own experiences with posting suggestions, so is fair to object ...
by BraveSirKevin
Thu Aug 29, 2013 4:21 am
Forum: Other Game Design
Topic: Some UI suggestions to make play a little less confusing
Replies: 78
Views: 6411

Re: Some UI suggestions to make play a little less confusing

Why would anyone new contribute anything when any suggestion here is greeted by a long list of reasons why it can't and/or shouldn't be done? Did you miss the posts where the suggestion to highlight productions items from the current system was responded to approvingly? For another - the stats for ...
by BraveSirKevin
Thu Aug 29, 2013 12:49 am
Forum: Other Game Design
Topic: Some UI suggestions to make play a little less confusing
Replies: 78
Views: 6411

Re: Some UI suggestions to make play a little less confusing

A narrow pedia window doesn't work well with the layout of the title sections. It's better to change the default layout so that it's functional and fix the untidy title later than it is to have a neat box that is terrible at its job. The only reason for the box being there is so that the stats can ...
by BraveSirKevin
Wed Aug 28, 2013 4:10 pm
Forum: Other Game Design
Topic: Some UI suggestions to make play a little less confusing
Replies: 78
Views: 6411

Re: Some UI suggestions to make play a little less confusing

There's a big different between complicated, fragile UI tweaks that are likely to be made irrelevant by future changes, and simple things that are likely to be little effected by future changes. Agreed, which is why I limited the list to these few suggestions. I see your point but this feature is a...
by BraveSirKevin
Wed Aug 28, 2013 3:33 am
Forum: Other Game Design
Topic: Some UI suggestions to make play a little less confusing
Replies: 78
Views: 6411

Some UI suggestions to make play a little less confusing

I realise UI's not the top priority, but I have a few thoughts that could make the game a fair bit easier to play and manage in its current state while laying groundwork for the final UI when we get to it. I've limited this list to a few simple ideas that I think would greatly enhance the parts that...
by BraveSirKevin
Sun Aug 25, 2013 6:39 pm
Forum: Graphics
Topic: BraveSirKevin's Graphic Contributions
Replies: 39
Views: 28255

Re: Robotic Hull Concept Art

Hm, I wonder, if we want to do something like that, if it wouldn't make more sense to place such an appeal even more prominent (how many people actually take a look at the roadmap?). Maybe dedicate a section on the main page for that purpose ("WANTED! OGRE programmers [...]")? I'd say put it in as ...