Search found 319 matches

by MikkoM
Tue May 18, 2010 11:55 pm
Forum: Strategy Games
Topic: Total War games
Replies: 3
Views: 8368

Re: Total War games

Added Napoleon: Total War to the list and also added a link to twcenter.net modding forum.
by MikkoM
Tue May 18, 2010 11:23 pm
Forum: General Discussion
Topic: Developer (and artist? and sound?) recruiting
Replies: 91
Views: 40540

Re: Developer (and artist? and sound?) recruiting

It might be worth mentioning that inspired by this What might be useful is for anyone on the forums who's interested to post on various other forums, where appropriate, when releases are made, to attract attention to them, much like the recruitment posts discussed above. ...I have been posting news ...
by MikkoM
Tue May 11, 2010 4:45 pm
Forum: Other Game Design
Topic: Meter Growth
Replies: 55
Views: 4016

Re: Meter Growth

Reworked meters to have only a single value, rather than current and max values. What is currently happening with the meters? Separate current and max values are gone, yet the commit says Added new meter types for target and max values of a meter, as appropriate. Some actual value meters (eg. METER...
by MikkoM
Sun Apr 25, 2010 4:06 pm
Forum: General Discussion
Topic: v0.3.14 Test Installer
Replies: 8
Views: 2208

Re: v0.3.14 Test Installer

FreeOrion-0.3.14-Setup_Alpha3.exe has now been uploaded. It should fix the issue where the installer left junk in the root directory of the hard drive when installing the Visual Studio redistrubutable files. Works fine for me (currently Windows XP). The icon is looking good Is there any way to incr...
by MikkoM
Sun Apr 25, 2010 3:26 pm
Forum: Other Game Design
Topic: Meter Growth
Replies: 55
Views: 4016

Re: Meter Growth

If this proves to be a problem during play testing, we can address it then. Right now, I don't think there's enough reason to conclude that we need to have variable meter growth (or decay) rates, so I'd prefer the simpler system of always having +1 / turn (or -1 / turn). Also, meters being up to 80...
by MikkoM
Sun Apr 18, 2010 1:01 am
Forum: Other Game Design
Topic: Meter Growth
Replies: 55
Views: 4016

Re: Meter Growth

With features like system wide space combat and blockades, it would seem to me that player and AI empires could lose quite many planets rather quickly. Yes, and this makes it strategically effective to take out a few select important planets in an enemy empire to cripple them. It also means players...
by MikkoM
Sat Apr 17, 2010 2:01 am
Forum: Other Game Design
Topic: Meter Growth
Replies: 55
Views: 4016

Re: Meter Growth

Potentially yes, but why would we want to encourage the player to tweak lots of planets' secondary focuses to make up for the loss of a single primary focused planet, when we could instead require the player to change one or two planets' single focus setting to compensate. With features like system...
by MikkoM
Sat Apr 17, 2010 12:15 am
Forum: Other Game Design
Topic: Meter Growth
Replies: 55
Views: 4016

Re: Meter Growth

If planets will only have one focus setting, how big of a blow would it be for an empire to lose multiple planets (especially if all of those planets had the same focus setting)? Could this be enough to throw the empire`s whole economy into chaos? Now losing planets is of course always a big blow, b...
by MikkoM
Fri Apr 16, 2010 9:49 pm
Forum: General Discussion
Topic: Recent Windows Builds
Replies: 534
Views: 142010

Re: Recent Windows Builds

pd wrote:
MikkoM wrote:By the way, awesome shader/lighting work tzlaine. :D
I've corrected your quote :)
You are right. :D Nice work by both of you of course, since without the combat engine we couldn`t see your models in-game.
by MikkoM
Fri Apr 16, 2010 4:36 am
Forum: General Discussion
Topic: Recent Windows Builds
Replies: 534
Views: 142010

Re: Recent Windows Builds

Using the command line flag "--test-3d-combat" when starting the client, as soon as a combat occurs, the 3d combat will be started. Had some confusion with this. Apparently what pd said works when you start FreeOrion by using Run. However if you want to run FreeOrion from cmd.exe that you have plac...
by MikkoM
Fri Apr 16, 2010 12:40 am
Forum: Dev Blogs
Topic: Re: Shipyard
Replies: 43
Views: 19218

Re: Shipyard

* Player-coloured shields (aside: and beam weapons?) might make sense, to help make ships more distinguishable. If ships, shields and beam weapons would all be player-coloured, wouldn’t this make the space battles look a bit homogenous, at least as far as visual effects and colours are concerned? A...
by MikkoM
Wed Apr 14, 2010 12:39 am
Forum: Story
Topic: Reorganizing Species Descriptions (species Designers Read!)
Replies: 21
Views: 3022

Re: Reorganizing Species Descriptions (species Designers Read!)

I added a disclaimer to the wikipage: "* "Eleazar's Rating" is a simplified form of his personal evaluation found in this thread. It is neither official, nor final, but is offered for what it's worth as a tool to help sort through species descriptions." I added "* If other users are inclined to cre...
by MikkoM
Tue Apr 13, 2010 11:01 pm
Forum: Dev Blogs
Topic: Re: Shipyard
Replies: 43
Views: 19218

Re: Shipyard

It's very easy to go overboard with things we could potentially do. For the sake of simplicity I do no longer support this comment of mine, made more than 2 years ago. A lot of things have changed since then. The design screen alone would need to be changed a lot. If, however tzlaine decides, that ...
by MikkoM
Tue Apr 13, 2010 10:32 pm
Forum: Story
Topic: Reorganizing Species Descriptions (species Designers Read!)
Replies: 21
Views: 3022

Re: Reorganizing Species Descriptions (species Designers Read!)

but i also want the list to be useful, and without Eleazar's Rating there's no way to sort the well-developed ones from the undifferentiated stereotypes. Yes, the ratings do provide something that can be used to organize the species. And even with the Eleazar's Ratings others can still form their o...
by MikkoM
Tue Apr 13, 2010 9:45 pm
Forum: Dev Blogs
Topic: Re: Shipyard
Replies: 43
Views: 19218

Re: Shipyard

WEAPONS Weapon effects are on my list of "mock-ups to-do"... Since we don't show actual ship parts externally, I don't think we need to have weapon effects come out of certain parts. Instead they can originate from the center of the ship, but only be shown starting at the boundary volume. What abou...