Search found 154 matches
- Thu Dec 16, 2004 9:29 pm
- Forum: Scripting & Balancing
- Topic: Please read the design/effects document!
- Replies: 70
- Views: 24649
Geoff's Hall of Examples: http://www.freeorion.org/wiki/index.php/XML_Description_Examples My Crappy Tutorial: http://www.freeorion.org/wiki/index.php/EffectsTutorial Yes! That's exactly what was needed! Tnx a lot! With this we can finally have the ball rolling. And its finally answers most of the ...
- Thu Dec 16, 2004 9:26 pm
- Forum: Scripting & Balancing
- Topic: DESIGN: Learning Category
- Replies: 99
- Views: 24242
Good idea with creating a theory progress tree. And good that we use SMAC as our reference. Please note that majority of SMAC concepts are not SMAC-unique (they took it from science and sf) and we can use them as well. There are quite a few concepts that seem very loosely defined to me. Fantaboulous...
- Thu Dec 16, 2004 10:29 am
- Forum: Scripting & Balancing
- Topic: DESIGN: Growth Category
- Replies: 26
- Views: 16917
And um... I really don't know the XML format? However, if someone wants to convert them... Shockingly, this difficulty was anticipated, and a resource was created with which you may learn the format: http://www.freeorion.org/wiki/index.php?title=Effects#Tech Unfortunately this guide stops at Effect...
- Thu Dec 16, 2004 10:25 am
- Forum: Scripting & Balancing
- Topic: Next steps
- Replies: 43
- Views: 13884
a: the effectsgroups in the above are not well formed. see geoff's example at the end of the Learning thread, or my own construction example. The effects group is the toughest part to write, the section that people would need the most help translating. b: unless a stunning writer of specultive fict...
- Thu Dec 16, 2004 12:18 am
- Forum: Scripting & Balancing
- Topic: Next steps
- Replies: 43
- Views: 13884
This is not necessary in XML, if that's what you mean. The <prerequisites> tags do the job, and do so somewhat better, as they allow multiple prerequisites for one tech (AND), which is more useful than multiple techs allowing a single other tech (OR). Sure, they would be useless duplicates for inga...
- Thu Dec 16, 2004 12:07 am
- Forum: Scripting & Balancing
- Topic: Next steps
- Replies: 43
- Views: 13884
I finished work on Growth Category, see User:Piotrus/Tech Category Project/Tech Category:Growth Note that I decided to leave XMLing Effects alone for the time being, I don't feel confident I could produce anything useful here ATM - I will read up on effects and XML syntax and then tackle it (hint: n...
- Wed Dec 15, 2004 9:45 pm
- Forum: Scripting & Balancing
- Topic: DESIGN: Production Category
- Replies: 14
- Views: 6790
I will use this tech to see if I have a correct grasp of XML and our current syntax thingy. My bet is that I don't, but here it goes. Oh, I am not touching res cost and time since I have *absolutely no idea* what the correct values should be. <Tech> <name>Nanoalchemy</name> <description>'Take 79 hyd...
- Wed Dec 15, 2004 9:10 pm
- Forum: Scripting & Balancing
- Topic: Next steps
- Replies: 43
- Views: 13884
Since I have some free time on my hands, I am willing to go over current tech posts, take all posted techs, convert them into XML and post them on my unofficial wiki page. This would have the benefit of combining the most important part of what is now 2-5+ pages (and growing) on one wiki page. Each ...
- Sat Dec 11, 2004 11:30 am
- Forum: Scripting & Balancing
- Topic: DESIGN: Economics Category
- Replies: 40
- Views: 13348
Individual Taxation Control -20% corruption/inefficency +20% happiness/morale +20% local/planet meters -10% system/empire meters "Let each person decide how much taxes and for what he wishes to pay. The invisible hand works well for goods production and distribution, why not try it with the taxation...
- Fri Dec 10, 2004 1:47 pm
- Forum: Scripting & Balancing
- Topic: DESIGN: Learning Category
- Replies: 99
- Views: 24242
I would like to have 'best of both' worlds, i.e. combine the best idea of various 4X games into FO. RP generation should be influenced by many factors, especially: * empire population size (yep, more geniuses, or simpler, more scientists) * empire technological advancement (believe it or not, things...
- Fri Dec 10, 2004 1:29 pm
- Forum: Scripting & Balancing
- Topic: DESIGN: Growth Category
- Replies: 26
- Views: 16917
Since construction team started discussing infrastructure, I posted my infrastructure levels idea there . Since it definelty overlaps with some growth things, you may want to take a look at it. Question: is this the thread for terraforming-related ideas (i.e. dealing with PlanetSize, PlanetPopulatio...
- Fri Dec 10, 2004 1:22 pm
- Forum: Scripting & Balancing
- Topic: DESIGN: Construction Category
- Replies: 42
- Views: 16617
As we seem to be talking (partialy at least) about infrastructure, I'd like to show you how I imagine this would work in game mechanics (and what relevant techs would do with it). I hope my idea stays withing bounds of current game mechanics, and if not, it could be trimmed to it. 1. Each planet has...
- Fri Dec 10, 2004 12:54 pm
- Forum: Scripting & Balancing
- Topic: DESIGN: Economics Category
- Replies: 40
- Views: 13348
I will be happy to help you out here. I have some experience in economics (MA). 0. general suggestion: don't u think it would be easier if we moved to Wiki - for example to my pages (http://www.freeorion.org/wiki/index.php?title=User:Piotrus) for our project? It would eliminate the need for rereadin...
- Fri Dec 03, 2004 6:39 pm
- Forum: Scripting & Balancing
- Topic: Next steps
- Replies: 43
- Views: 13884
Since there seems to be little activity in this area, here is something to push matters forward: I designed a strictly unofficial tool for work on tech tree development on FO wiki. I believe wiki tech is perfect for designing multilayer stuff like techtree. If you are unfamiliar with Wiki technology...
- Fri Nov 26, 2004 8:11 pm
- Forum: Other Game Design
- Topic: Ship Designs
- Replies: 18
- Views: 3738