Search found 935 matches

by drek
Thu Dec 16, 2004 3:46 am
Forum: Scripting & Balancing
Topic: DESIGN: Learning Category
Replies: 99
Views: 23723

Nice Geoff. I like the fluff desc. I'd make a couple of changes. A: since it grants bonuses, you could make it an application of a LRN_AITHEORY. B: append LRN_ to the name, and shortened C: I think we should be printing out the effects of the app in the desc, or at least in human readable form in fo...
by drek
Wed Dec 15, 2004 10:12 pm
Forum: Other Game Design
Topic: Events and Specials
Replies: 0
Views: 2050

Events and Specials

new wiki page:

http://www.freeorion.org/wiki/index.php ... ialsEvents

Not a big deal, since we probably won't be dealing with this stuff any day soon.....but I do want to point out that tzlaine's effect engine is already 90% of the work required to get events, etc up and running.
by drek
Wed Dec 15, 2004 10:09 pm
Forum: Scripting & Balancing
Topic: DESIGN: Production Category
Replies: 14
Views: 6717

Pretty close. Take a look at my techs at the end of the construction thread.

You'll want to make name and description variables that are defined on a string table. And you'll want to read the EffectsGroup thingy on the wiki--you got that completely wrong. :P
by drek
Wed Dec 15, 2004 10:03 pm
Forum: Scripting & Balancing
Topic: Next steps
Replies: 43
Views: 13611

a) TYPE is TT_THEORY/TT_APPLICATION/TT_REFINEMENT yes? Can anybody elaborate how do we use refinement in techs? afaik, tzlaine is still working on refinements. Chances are he'll post a tutorial on how to refine once it's ready for prime time. b) offcial syntax for stuff to go into CATEGORY is...? I...
by drek
Wed Dec 15, 2004 8:25 pm
Forum: Scripting & Balancing
Topic: Please read the design/effects document!
Replies: 70
Views: 24418

I think it would be sufficient for effect groups should to stack or not, given that activation and scope conditions apply to whole groups as well. (This contradicts the linked page, which had stacking numbers for each effect.)
Agreed.
by drek
Wed Dec 15, 2004 8:14 pm
Forum: Scripting & Balancing
Topic: Next steps
Replies: 43
Views: 13611

suggestion:

Not certain where to stick this, doesn't really fit into any category: I was thinking we might have some "universe techs" that start off as being "researched" at the beginning of the game to spawn off some simple effects. Specifically, I'm thinking a tech that sums each world's Industry, Mining, and...
by drek
Wed Dec 15, 2004 8:02 pm
Forum: Scripting & Balancing
Topic: Please read the design/effects document!
Replies: 70
Views: 24418

Thanks for the reply, etc. Currently, the stacking issue is not addressed at all, except that you can't have more than one Special of a given type attached to the same object. The designers need to address this. In the orginal Geoff/Drek document, we used option #3. I'm cool with #2 or #3....probabl...
by drek
Wed Dec 15, 2004 3:22 pm
Forum: Scripting & Balancing
Topic: DESIGN: Construction Category
Replies: 42
Views: 16341

Concerning robot workers, AI Theory should be in Learning, branching out to a theory in construction with applications. Maybe something like: Learning -- Artifical Sentient (theory) Construction -- Fully Automated Cities (theory) --Self Assembling Buildings (adds a little tiny bit to current constru...
by drek
Wed Dec 15, 2004 2:51 pm
Forum: Scripting & Balancing
Topic: Please read the design/effects document!
Replies: 70
Views: 24418

Just finished my first real techs as practice for more difficult parts of the tree. The results are in the construction category, hopefully Geoff and/or Tzlaine can glance at them to make sure I got the right idea. Some questions came up while I was trying things out: 1 Yet another dumb question: ho...
by drek
Wed Dec 15, 2004 2:23 pm
Forum: Scripting & Balancing
Topic: DESIGN: Construction Category
Replies: 42
Views: 16341

For practice, I've made up this "easy" construction theory, and it's associated applications, using some of the ideas in this thread (such as ut's high rise buidlings, albeit renamed): Post-Exodus Architecture (Theory) “Building techniques have continued to progress on the ground, even as the popula...
by drek
Wed Dec 15, 2004 4:48 am
Forum: Scripting & Balancing
Topic: Please read the design/effects document!
Replies: 70
Views: 24418

Yeah, Geoff. It's right there in the expressions section, my eyes just glazed over it.

Thanks.
by drek
Wed Dec 15, 2004 3:44 am
Forum: Scripting & Balancing
Topic: Please read the design/effects document!
Replies: 70
Views: 24418

For example, an effect on a building might have a 1% chance each turn of causing a "Pollution" special to be attached to a planet within raidus of effect. RTFD. I'll assume that's a yes. Sorry if it's a dumb question, I want to make certain I understand the specs before writing a bunch of malformed...
by drek
Tue Dec 14, 2004 5:26 pm
Forum: Scripting & Balancing
Topic: Please read the design/effects document!
Replies: 70
Views: 24418

It just occured to me that we have some limited branching in the tech tree, using the set availability effect: For example: If a player researches "Robot Slaves" it sets availablity on "Robot Citizens" to False. If the player researches "Robot Citizens", the availability on "Robot Slave" is set to F...
by drek
Tue Dec 14, 2004 3:39 pm
Forum: Graphics
Topic: Needed suggestion for tech-screen UI
Replies: 151
Views: 34918

pd wrote:i just finished some minor updates on the ui
Looking pretty good to me pd.
does this make so much sense in a turnbased game? since everything works with turns, it's logical to provide the turn number left...
Progress bar could be just a couple a colored bar underneath the 10/34 turns text.
by drek
Tue Dec 14, 2004 3:36 pm
Forum: Scripting & Balancing
Topic: Please read the design/effects document!
Replies: 70
Views: 24418

One more thing:

Under the building specification, there is only "Build cost". (unlike techs which have a research cost and research turns)

Does v.3 work differently now, or ???