Search found 67 matches

by MisterMerf
Sat Oct 16, 2004 2:11 am
Forum: Other Game Design
Topic: GLobal fleet reserves vs apper when built
Replies: 29
Views: 3738

I have to admit that I am dubious about the ability of FO to keep things moving along when it has to send involuted XML game-state all the time. WHAT FOLLOWS IS AN INVOLVED AND LARGELY FICTIONAL ACCOUNT OF NETWORK PERFORMANCE! But really, XML contains a lot of redundancy and so a half-way decent com...
by MisterMerf
Thu Oct 14, 2004 5:47 pm
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 15569

I'll say it one more time "We shoud design the weapon stats so their is no possible incentive to use a low un-refined device in a ships design, thus completly eliminating the need to speficy the level of device being used in the ships design" This will save SOOOO much time in the design process and...
by MisterMerf
Thu Oct 14, 2004 5:28 pm
Forum: General Discussion
Topic: Compiling CVS v .2 for Linux
Replies: 8
Views: 1656

Not to be a nag, but I subscribed to the CVS mailling list and over the course of three days have seen several simple fixes made that I attempted myself (or were similar), redundancy removed from the Star names list, and one other thing I believe. When the build has been unbroken, can I expect that ...
by MisterMerf
Thu Oct 14, 2004 5:22 pm
Forum: Other Game Design
Topic: GLobal fleet reserves vs apper when built
Replies: 29
Views: 3738

I see nothing wrong with single ship Task Forces though I agree they should not proliferate to rediculous numbers, If the player is just ordering single ships to be built then thouse ships should all enter into a new TaskForce at the shipyard and sit their untill the player sends them someware. I a...
by MisterMerf
Thu Oct 14, 2004 5:11 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22308

The player would be free to give orders to ships not flagged, and to not give orders to those that were flagged, who would then just do the best they could. The flags would give the AI a way of saying "I'm out of my depth here." rather than just leaving it to do dumb things without the player reali...
by MisterMerf
Thu Oct 14, 2004 5:02 pm
Forum: Off-Topic
Topic: Riddle ;-)
Replies: 106
Views: 18403

I have a foot and a head, but no body. What am I? A bed? And there's the classic variant with a river, too... I made one up a few weeks ago in the riddle tradition of completely distorting language. It was horrible. Suffice to say that a beetle chewing really shouldn't somehow be a riddle about buf...
by MisterMerf
Thu Oct 14, 2004 4:54 pm
Forum: Programming
Topic: Tech XML-Representation Attempt
Replies: 3
Views: 1130

Is there a plan to clearly separate "Theory" tech from "Application" tech? Is it simply implied by subtechs or a lack thereof?
by MisterMerf
Tue Oct 12, 2004 10:58 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22308

Just to say, there's something I like about this, the idea of only requiring players to direct the complex parts of the combat, and of the combat engige intelligently adjusting the rate of flow of combat time to maintain an enjoyable pace. Of course the devil would be in the details, or more specif...
by MisterMerf
Tue Oct 12, 2004 10:47 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22308

Agree with Utilae you should give orders only durring the paused phases, execution is completly non-interactive. Atempting to give orders that will be remembered and executed on the following excution phases would be counter productive as the player would probably spend more time canceling obsolete...
by MisterMerf
Tue Oct 12, 2004 10:33 pm
Forum: Graphics
Topic: Map Data Filtering Method
Replies: 1
Views: 2404

Just to clarify, these Sub-loops are intended for surveying rather than finding specific things, yes?
by MisterMerf
Mon Oct 11, 2004 7:07 pm
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22308

Re: Phased-Time

One observation regarding Phased Time: if it the game is in the middle of a real-time phase nothing should prevent you from giving orders as if it's a full realtime battle. This fixes the problem of pausing occuring at inappropriate moments. In one interpretation, this doesn't really distinguish Ph...
by MisterMerf
Mon Oct 11, 2004 12:56 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22308

More readable version of Wiki document (moderator delete, if appropriate): EDIT:Wiki now quite readable (soon to be updated) Space Combat Proposals -- Categorical Breakdown Table of Contents: 1. Introduction 2. Judging Criteria 3. Combat Timing Methods 3.1 Real Time 3.2 Phased-Time 3.3 Variable-Paus...
by MisterMerf
Mon Oct 11, 2004 12:54 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22308

I've written up my comparison of Phased-Time Combat, Real-Time Combat, Variable-Pause Phasing (better known as "players control when combat pauses") and some Multiplayer Battle Selection methods. I do not, by the way, get into ground combat or any specifics of system versus planet combat. It's a str...
by MisterMerf
Sun Oct 10, 2004 6:42 pm
Forum: General Discussion
Topic: Compiling CVS v .2 for Linux
Replies: 8
Views: 1656

Compiling CVS v .2 for Linux

I've been trying to compile FO CVS and I keep running into trouble. Here's a list of problems (undefined reference messages for the first section omittted) and the "fixes" I applied. I suspect that my modified includes may be causing the linker error at the end: ----------------- ProdCenter.h : #inc...
by MisterMerf
Sat Oct 09, 2004 1:47 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 22308

If the situation severity reaches critical or it is waiting for too long to be dealt with then the AI will choose a default solution (if surrounded may stand-ground, if nothing to do then will move to support nearest friend and so on). This way the player doesn't really need to control the combat a...