Search found 101 matches

by yaromir
Tue May 17, 2005 4:27 pm
Forum: Programming
Topic: FO not finding boost
Replies: 12
Views: 2372

I am at work now so doing it from memory /usr/local/include/boost_1.3.2/boost/graph don't quite remember the underscores and periods in boost_1.3.2, but you get the idea. Will update when I get home. This is strange because GiGi's configure finds it and FO's does not. :doh: do I need to use --with-b...
by yaromir
Mon May 16, 2005 11:27 pm
Forum: Programming
Topic: FO not finding boost
Replies: 12
Views: 2372

FO not finding boost

FO is not finding Boost. Mind you GiGi compiled fine (after 2 hours of arduous labor). I am running Mandrake 10. boost installed with bjam "-sTOOLS=gcc" install it's 1.32 checking for the Boost C++ libraries, version 1.32.0 or newer... no checking how to run the C++ preprocessor... g++ -E checking b...
by yaromir
Mon May 16, 2005 8:54 pm
Forum: Other Game Design
Topic: List of economic and political systems
Replies: 37
Views: 7270

* Democratic - Authoritarian * Political Left - Political Right * Open Society - Close Society * Free Market - Central Planning * Standing Army - Drafted Army * Hawk Lobby - Dove Lobby * Interventionism - Isolationism Modern terms are mish-mash of meanings so the real issues are obscured by rhetoric...
by yaromir
Mon May 16, 2005 8:01 pm
Forum: Other Game Design
Topic: Instead of designing ships: design fleets
Replies: 21
Views: 3625

I think it would be very helpful if you could design fleets and garrisons/armies before corresponding units are even built. Example: let's say I have a frontier planet Xyz. On the planet screen I choose 'garrison' and then design what I think the composition should be (i.e. 3 marines, 2 armor, 1 com...
by yaromir
Sun May 15, 2005 12:34 pm
Forum: Programming
Topic: Can't compile FreeOrion
Replies: 25
Views: 6397

FO is not finding Boost. Mind you GiGi compiled fine (after 2 hours of arduous labor). I am running Mandrake 10. boost installed with bjam "-sTOOLS=gcc" install it's 1.32 checking for the Boost C++ libraries, version 1.32.0 or newer... no checking how to run the C++ preprocessor... g++ -E checking b...
by yaromir
Wed May 11, 2005 6:36 pm
Forum: Other Game Design
Topic: XML downside
Replies: 31
Views: 6029

why not use an automated Scanner-Parser generator based on grammar?

I am not all that versed in these technologies, but writing out grammar was a hell of a lot easier than coding scanner and parser from scratch.
by yaromir
Mon May 09, 2005 6:15 pm
Forum: Other Game Design
Topic: Large Empires-How they break apart
Replies: 94
Views: 16344

I don't think it should be a matter of efficiency. oh? Surely a small tightly-contained entity is much more efficient than a hulking behemoth? Organizational principles can be applied to limit the increasing inefficiency, but the only real defense is partitionining the enterprise, be it an icecream...
by yaromir
Fri May 06, 2005 6:54 pm
Forum: Other Game Design
Topic: An alternate idea for resources.
Replies: 14
Views: 2587

I apreciated it, don't feel like you are wasting your keystrokes :)

I think this basicly boils down to empire production/resources (HOI) vs local (MOO2)

I totally agree on the new colony thing, it was so silly in MOO2 that I could land a ship, and start cranking out 3 food the same turn.
by yaromir
Fri May 06, 2005 6:45 pm
Forum: Other Game Design
Topic: Large Empires-How they break apart
Replies: 94
Views: 16344

Reduced efficiency and/or higher production/research costs and/or higher upkeep costs.

If empires will expand in a liniar fashion, the inefficiency should increase in a liniar or maybe very slightly exponential fashion.

My expansion in MOO2 was never liniar, btw, but I would like it to be in FO.
by yaromir
Fri May 06, 2005 4:47 pm
Forum: Other Game Design
Topic: Flanking and Shield Facings
Replies: 74
Views: 13613

I like 4 shield arcs that can be assigned different strengths at design time.

That alone will prompt for some interesting tactics and force-splitting
by yaromir
Fri May 06, 2005 4:28 pm
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 14173

Heh, this is a very difficult question Is FO supposed to be a an empire-building strategy with space combat thrown in for good measure? If that is the case, then even auto-resolution is fine. In Paradox's games, you have almost no control over combat, yet their games are top notch. Don't get me wron...