Search found 228 matches

by Dreamer
Tue May 31, 2005 5:42 pm
Forum: Graphics
Topic: freeOrion logo
Replies: 96
Views: 22204

I like the second one more. If it's too similar to fireaxis you can cut one of the tail to make it resemble a spiral galaxy. It could be nice.

Anyway, What w3as wrong with the forst logo? I really liked the black-metalic version (a lot!).
by Dreamer
Sat May 28, 2005 8:52 pm
Forum: Other Game Design
Topic: Panoramic (3D) starmap
Replies: 39
Views: 6913

Dreamer, in the program that Mystiqq linked to, you couldn't look up beyond the top or bottom, so you would never have an inverted view. OK. But it's still a complicated UI for no reason. And with no realism also. The problem is that I still like the effect, so I have contradictory feelings with th...
by Dreamer
Thu May 26, 2005 9:17 pm
Forum: Other Game Design
Topic: Panoramic (3D) starmap
Replies: 39
Views: 6913

Well. The idea of a spherical proyection of a 2D map would have two advantages: it`s prettier and it`s new. But IMO the disadvantages weight a lot more here. For realism a top-down view of the galaxy is far more real since galaxies (as well as solar systems) tend to exist in a single (aprox) plane. ...
by Dreamer
Wed May 18, 2005 10:46 pm
Forum: Other Game Design
Topic: An alternate idea for resources.
Replies: 14
Views: 2588

Well, sorry to say but I'm aiming at the contrary. A very simple resource system. Anyway since you are new here I would recomend you to read the 3.0 requirements in the wiki. To get a point to start, after all, I arrived yust 2 months ago :wink:
by Dreamer
Wed May 18, 2005 10:33 pm
Forum: Other Game Design
Topic: Instead of designing ships: design fleets
Replies: 21
Views: 3627

Nice to know. It's a little difficult sometimes to know how things are just by wiki. And my idea is not to rush development. On the contrary, it`s to diversify development. If you take a careful look at this kind of game you can separate several almost-independent modules. For example, the galaxy ma...
by Dreamer
Wed May 18, 2005 10:17 pm
Forum: Other Game Design
Topic: List of economic and political systems
Replies: 37
Views: 7273

Ok, so what would spies do with money? Buy food and buy toaster-ovens. Back at Food and PP. Ship upkeep costs materials + man-hours, which is minerals + PP + Food. Well, you are absolutely right, but the reason why money exists is to provide transaction of goods and services on common grounds. In a...
by Dreamer
Wed May 18, 2005 9:52 pm
Forum: Other Game Design
Topic: Instead of designing ships: design fleets
Replies: 21
Views: 3627

That is identical to using predefindes ships (layser corvet, laser battleship, roket battleship, rocket corvet, ...) :roll: . Exactly, but with 2 weapon types instead of one and maybe 1-2 specials. It's something in the middle from full customization and predefined ships (when you have 6 variables ...
by Dreamer
Tue May 17, 2005 11:49 pm
Forum: Other Game Design
Topic: Instead of designing ships: design fleets
Replies: 21
Views: 3627

The ships would have to be broad in design, ie you would not choose to have lasers on your ships or any specific weapon, but a weapon type (eg beam or missile), or maybe some kind of code, where your ship gets weapon X if it is researched, else it gets beam weapons or it gets weapons with piercing ...
by Dreamer
Tue May 17, 2005 5:56 am
Forum: Other Game Design
Topic: List of economic and political systems
Replies: 37
Views: 7273

Govn't type 4 (not Plato): this one was added in recent years: Lex Regis (the rule of law). This can be applied to any of the previous categories: are the laws applied equally to everyone? How easily can the law be changed? Who benefits from the laws? If you have strong, evenly distributed laws whi...
by Dreamer
Sun May 15, 2005 5:27 pm
Forum: Other Game Design
Topic: Instead of designing ships: design fleets
Replies: 21
Views: 3627

it's that the single idea for what constitutes epic (ie. too many ships) is problematic and, IMO, unnecessary. It wasn`t a problem several years ago on Moo1. Why should it be a problem now? Anyway, I think that the grand scope for ships you mentioned plus some creativity with task forces could (and...
by Dreamer
Sun May 15, 2005 5:23 am
Forum: Other Game Design
Topic: Instead of designing ships: design fleets
Replies: 21
Views: 3627

And IMO the worry about being "epic" is overemphasized. Make it as fun and interesting to play as resources permit. If that means hundreds of "ships", then fine, but we shouldn't be bound to that requirement (many ships / "epic"). I respectfully disagree. A big part of why I liked Moo1 a lot is bec...
by Dreamer
Fri May 13, 2005 5:55 am
Forum: Other Game Design
Topic: Balance of Power
Replies: 9
Views: 1785

Actually thats a good idea. If there is a battle going on (this would work well if battles carried on over many turns), then you could pop your fleet in and help one side or destroy both. Yep. Even some kind of "united nations" resolution could ask several empires to contribute to peacekeeping or s...
by Dreamer
Wed May 11, 2005 6:07 pm
Forum: Other Game Design
Topic: XML downside
Replies: 31
Views: 6066

ScopeCondition= "EmpireAffilation=Source.Owner && PopulationCenter=True && (FocusType=PrimaryResearch || FocusType=SecRessearch)"
Sound a lot like SQL. But with '&&' intead of 'AND'. Maybe there is a free SQL parser we could reuse?
by Dreamer
Wed May 11, 2005 6:02 pm
Forum: Other Game Design
Topic: Balance of Power
Replies: 9
Views: 1785

Ablaze wrote:So it's kind of like poker?
Sounds nice. But instead of only loosing money, spies, etc you should be able to "win the pot". So you basically win in proportion to the stakes, number of players, etc.
by Dreamer
Tue May 10, 2005 10:04 pm
Forum: Other Game Design
Topic: Balance of Power
Replies: 9
Views: 1785

Mmm. I focused more on the ability to give opinion or influence other empires. Normally you cannot do that in a game like this. In the best of cases you see on the news that some race has been bombarded to genoicide. Usually you cant help in others battles if you like it, etc. I could be good if you...