Search found 104 matches
- Mon Aug 01, 2005 5:51 pm
- Forum: Strategy Games
- Topic: moo3: what's the word?
- Replies: 18
- Views: 25408
I actually really enjoyed MOO3, it's just different. You do really need to skip through the early turns quite quickly though, and there are a few annoying AI quirks. However, once your empire is built up a bit, it gets very fun as the only things you have to worry about are the more enjoyable aspect...
- Mon Aug 01, 2005 5:44 pm
- Forum: Strategy Games
- Topic: Browser-based game with similarities to MOO
- Replies: 5
- Views: 4404
Browser-based game with similarities to MOO
Hey, not visited these forums in a while! In some of the time away I've been developing an online game which bears quite a few similarities to the Master of Orion style of games. It's going to be browser-based, so no need to download anything, it will work in all major browsers (including IE apparen...
- Mon Nov 01, 2004 1:03 pm
- Forum: Other Game Design
- Topic: many ships or fewer ships?
- Replies: 128
- Views: 18882
I agree with less ships early on and more later on. To begin with, the small ships should seem powerful and confrontations between a handful of these should be fierce. Later on the concentration would be more on large task-forces. I see no reason to stay limited throughout the game, it's hard to get...
- Sat Oct 30, 2004 3:22 pm
- Forum: Other Game Design
- Topic: Space Combat (madness)
- Replies: 209
- Views: 30859
Not really, it would include many more mission-specific tests, I was just giving a few examples. There are a number of things that an AI Task Force leader may have to look out for, my point is that none of the tests are all that complicated, what is complicated is implimentating an AI that can make ...
- Thu Oct 28, 2004 2:22 pm
- Forum: Other Game Design
- Topic: Space Combat (madness)
- Replies: 209
- Views: 30859
Um...not really. Common tests would be things like: Mission successful - ask for new orders Health below 50% - fall back slowly, ask for new orders (ie report failure) Isolated - superior enemy force is closer than nearest friends, fall back slowly and ask for orders The most complicated test would ...
- Tue Oct 26, 2004 5:58 pm
- Forum: Other Game Design
- Topic: Space Combat (madness)
- Replies: 209
- Views: 30859
- Mon Oct 25, 2004 1:35 pm
- Forum: General Discussion
- Topic: Compiling FreeOrion for Mac?
- Replies: 4
- Views: 1582
- Mon Oct 25, 2004 1:25 pm
- Forum: General Discussion
- Topic: Compiling FreeOrion for Mac?
- Replies: 4
- Views: 1582
Compiling FreeOrion for Mac?
I'm just wondering if anyone on OS X has tried compiling free Orion? I tried to once on my current computer, but I kept getting errors and such as I believe there were components missing. I am however getting a new computer soon (Dual 2.5ghz G5, swish!) and I would like to try again. Essentially wha...
- Sat Oct 23, 2004 5:19 pm
- Forum: Other Game Design
- Topic: Planetary Defenses
- Replies: 26
- Views: 5074
I think that defences should still be limited, but this limit should increase with population size so that bigger planets can get more defences. Planets such as those designated as shipyards would gain more slots as the shipyards increase in size (arms with platforms extending from the planet for ex...
- Fri Oct 22, 2004 10:41 pm
- Forum: Other Game Design
- Topic: Weapon Design - Research Weapon Styles and Mods
- Replies: 24
- Views: 4747
Well the limitation on mods would be sensible. Like point defence weapons wouldn't have enveloping available because they don't have the range to envelop a target, they wouldn't have the power required to cause lasting damage to an enemy's shields so wouldn't have the 'Ionise' ability and similar. T...
- Fri Oct 22, 2004 6:27 pm
- Forum: Other Game Design
- Topic: Weapon Design - Research Weapon Styles and Mods
- Replies: 24
- Views: 4747
Why not have the hull spaces determine which mods a weapon can have by how big the spaces are etc, the player just chooses the technology to stick in and which mods to actually use. Then when you develop 'splitting' weapons you can design or adjust a hull to have correctly proportioned slots for thi...
- Thu Oct 21, 2004 5:57 pm
- Forum: Other Game Design
- Topic: Weapon Design - Research Weapon Styles and Mods
- Replies: 24
- Views: 4747
- Tue Oct 19, 2004 5:47 pm
- Forum: Other Game Design
- Topic: Weapon Design - Research Weapon Styles and Mods
- Replies: 24
- Views: 4747
Ah I'm growing to this idea a bit more, but I think we should still have technologies (laser, fusion etc) to determine the base damage: Add beam weapon to ship Specify technology as 'neutron' for base damage of 20 and mass of 10 Add discharge to create a lightning discharge effect against nearby shi...
- Mon Oct 18, 2004 9:15 pm
- Forum: Other Game Design
- Topic: Weapon Design - Research Weapon Styles and Mods
- Replies: 24
- Views: 4747
Isn't this idea essentially the same as MOO2 where you could mod weapons to be 'Continous', 'Enveloping' and so on? You just seem to be proposing these be customised seperately and named so they can be added to ships? IMO the MOO2 system of ship design covered this, and each 'new' weapons was essent...
- Mon Oct 18, 2004 9:06 pm
- Forum: Other Game Design
- Topic: Space Combat (madness)
- Replies: 209
- Views: 30859
Just want to say, Real-time with the AI asking for decisions was actually my original idea, I just suck at explaining things first time :lol: I see where Phased time is coming from now, though I still prefer a real-time model. Another problem is that a lot of information will need to be visible to t...