Search found 68 matches
- Sun Aug 25, 2013 6:01 pm
- Forum: Other Game Design
- Topic: Minsweeper Ship part
- Replies: 2
- Views: 502
Re: Minsweeper Ship part
I just suggested something similar on the hull size thread: I'd go a little further and say that having some sort of scanner on board gives the ship a slight chance to spot the mines before they hit itand fire point defense weapons at them to detonate them before they can hurt it, or if it's small e...
- Sun Aug 25, 2013 5:46 pm
- Forum: Other Game Design
- Topic: Hull Size
- Replies: 31
- Views: 1865
Re: Hull Size
Regarding different weapon types: I would hold off on adding additional complexity until the complexity that's originally been planned is implemented - i.e. PD, SR, LR and Fighters. Agreed, but for that we need working tactical combat. Now, I don't want to start repeating myself, but: We really, re...
- Sat Aug 24, 2013 1:15 am
- Forum: Graphics
- Topic: BraveSirKevin's Graphic Contributions
- Replies: 39
- Views: 28249
Robotic Hull Concept Art
Robotic Hull concept art http://i214.photobucket.com/albums/cc52/bravesirkevin/Robohull_zpscdaac1f1.png As before, still a very rough idea of a possible approach for the robotic hulls. Blame my childhood, but when I think robotic, I think Transformers and Robotech so I've imagined something with lot...
- Sat Aug 24, 2013 12:38 am
- Forum: Graphics
- Topic: BraveSirKevin's Graphic Contributions
- Replies: 39
- Views: 28249
Re: BraveSirKevin's Graphic Contributions
I appreciate your optimism :D Unfortunately I think it won't be so easy. While 2000 sign-ups sounds impressive, keep in mind that this is the total number of accounts registered in 10 years (AFAIK even including all the zombie accounts created by spambots). Two third of that have less than 5 postin...
- Fri Aug 23, 2013 10:48 pm
- Forum: Other Game Design
- Topic: Hull Size
- Replies: 31
- Views: 1865
Re: Hull Size
So if it's a small energy based ship is that 6x damage? What about a large robotic ship, is that just normal damage? This is pretty much what I imagined, yes. Modifiers stack. If that seems too severe, they could stack additively instead, so <base> +100% +200% for a total of +300% against small ene...
- Fri Aug 23, 2013 8:25 pm
- Forum: Other Game Design
- Topic: Hull Size
- Replies: 31
- Views: 1865
Re: Hull Size
So Mass Drivers and Lasers could work differently.. of there was an important strategic reason to go for one over the other. I imagine differentiating the weapons would be easy enough if you took the ship types and sizes into account. Off the top of my head: Mass Drivers: Double damage against Aste...
- Fri Aug 23, 2013 3:12 pm
- Forum: Other Game Design
- Topic: Hull Size
- Replies: 31
- Views: 1865
Re: Hull Size
...I dislike any mechanic that encourages min/maxing... I'll second that... Min/Maxing is actually the most significant factor in almost every important discussion here and when you actually look at the discussions on infrastructure, building limits, weapon types and this one, there's this constant...
- Fri Aug 23, 2013 12:42 pm
- Forum: Graphics
- Topic: BraveSirKevin's Graphic Contributions
- Replies: 39
- Views: 28249
Organic Hull Concept Art - Game Usable
Here's the organic hull art to use if anyone wants to. Obviously this is more like a WIP mod than official content, and is just meant to add something fresh to the game while replacing old graphics that don't fit well. Final artwork will eventually replace this. http://i214.photobucket.com/albums/cc...
- Thu Aug 22, 2013 5:49 pm
- Forum: Other Game Design
- Topic: Hull Size
- Replies: 31
- Views: 1865
Re: Hull Size
Tags • Don't need to be limited to particular values. Anything can be put in there and the interacting object interprets the tag if it's relevant and ignores it if it's not. • Allow particular instances to take on a condition without all instances having to specifically say that they don't have tha...
- Wed Aug 21, 2013 8:42 pm
- Forum: Graphics
- Topic: BraveSirKevin's Graphic Contributions
- Replies: 39
- Views: 28249
Re: BraveSirKevin's Graphic Contributions
The problem is that our only Ogre programmer (Ogre is the render framework we use) has left the project. Lacking a programmer familiar with that framework work on tactical combat has been on hold for a while now, and that's not likely to change anytime soon, unless someone joins the team who can fi...
- Wed Aug 21, 2013 3:41 pm
- Forum: Graphics
- Topic: BraveSirKevin's Graphic Contributions
- Replies: 39
- Views: 28249
Re: BraveSirKevin's Graphic Contributions
Hey, that's some nice concept art! :D Does that mean you're also considering doing some ship models/graphics? We could definitely use that... Thanks! And yes, that's exactly what it means. Assuming the road map hasn't been thrown out of the window completely, the current stage is supposed to be dea...
- Wed Aug 21, 2013 12:24 am
- Forum: Play-Testing Feedback
- Topic: FreeOrion 0.4.3 [SVN 6281] - user experience report
- Replies: 5
- Views: 565
Re: FreeOrion 0.4.3 [SVN 6281] - user experience report
Some loose thoughts which might improve the game Most of your ideas are tied to UI which, according to the project roadmap, is one of the last things they'll be dealing with. This game's still very much in the development stages - only at 0.4, UI IIRC is only going to be handled at 0.9. Not that yo...
- Wed Aug 21, 2013 12:00 am
- Forum: Play-Testing Feedback
- Topic: Observatory Broken? (v0.4.2 to present, possibly earlier)
- Replies: 5
- Views: 619
Re: Observatory Broken (v0.4.2 and beyond, possibly earlier)
The Resonant Moon special works, you can verify that by bringing a ship to a system with a resonant moon and 1 turn later it receives the bonus. Buildings on the planet also receive the bonus, not the planet though, but that is not mentioned anywhere. Okay, this part just wasn't obvious. As for the...
- Tue Aug 20, 2013 9:12 pm
- Forum: Play-Testing Feedback
- Topic: Observatory Broken? (v0.4.2 to present, possibly earlier)
- Replies: 5
- Views: 619
Re: Observatory Broken (v0.4.2 and beyond, possibly earlier)
I noticed that it didn't seem to have much effect... I remember in the old days random stars would pop up all over the sky, but I hadn't seen that happening in the new versions. I thought that perhaps they'd programmed limits into it so that it couldn't see infinitely far, or perhaps only looked at ...
- Tue Aug 20, 2013 11:35 am
- Forum: Play-Testing Feedback
- Topic: Quick Start seems to be impossible
- Replies: 13
- Views: 705
Re: Quick Start seems to be impossible
Is the player supposed to be able to (try to) colonize a planet he can't see yet? If so, there should be a very clear sitrep message provided to the player when colonization fails. I had some stealthy natives at a particularly nice planet a couple star jumps from my starting system so I sent my sta...