Search found 228 matches
- Sun Jan 22, 2006 3:41 pm
- Forum: Other Game Design
- Topic: No wonders, just places
- Replies: 14
- Views: 3253
Re: No wonders, just places
doing this doesn't mean anything different in practice for the actual game though, unless you're leaving some assumptions unstated... I'm not stating that the actual system cannot be done, what I mean as that seems like a lot of bullshit in the game that doesn't need to be there (even technobabble ...
- Sun Jan 22, 2006 12:00 am
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 53
- Views: 9951
The ship would still have a targetting and navigation computer. But ships controlled entirely remotely would be more likely to get taken out. It'd be relatively simple for an opponent to simply jam the transmission you're using to control it. then the ship would be at your opponent's mercy. Althoug...
- Sat Jan 21, 2006 10:19 pm
- Forum: Other Game Design
- Topic: No wonders, just places
- Replies: 14
- Views: 3253
Re: No wonders, just places
Just to clarify and expand, since we're doing a space opera sci-fi setting, we can have buildings or wonders or techs or natural phenomena that do just about anything plausibly. It doesn't really make sense in Civ that pyramids act like granaries or let you pick any government. But in FO, it's enti...
- Sat Jan 21, 2006 10:13 pm
- Forum: Other Game Design
- Topic: Ideas I had for additions to Stars!
- Replies: 17
- Views: 3674
Regarding multiple-galaxy maps, unless there's a real significant reason why having separate galaxy would make things much more interesting, I doubt this will be implemented in the standard scenario or random-generated maps. It's more implementation complexity without much obvious benefit, aside fr...
- Sat Jan 21, 2006 10:05 pm
- Forum: Other Game Design
- Topic: Ship Design
- Replies: 53
- Views: 9951
We'd also have some things built into the ship like: 1. A bridge 2. Crew quarters (bigger ships have more of these) It is an unusual question, but why should ships have crew? AI can aim better, move faster (even acelerate more), don't need quarters of any kind and don't need most usual supplies. Sh...
- Sat Jan 21, 2006 3:57 am
- Forum: Other Game Design
- Topic: Ideas I had for additions to Stars!
- Replies: 17
- Views: 3674
It does sound good, but I have to tell you that also it doesn't sound new. Take in mind that there have been several years of discussion on these topics here... I don't hink you can read them all before posting (I only readed about 3 months of it before collapsing when I arrived) but you should read...
- Sat Jan 21, 2006 3:52 am
- Forum: Other Game Design
- Topic: Race Conditions with Wonders
- Replies: 16
- Views: 3723
- Sat Jan 21, 2006 3:49 am
- Forum: Other Game Design
- Topic: No wonders, just places
- Replies: 14
- Views: 3253
No wonders, just places
I was reading a post and I came to the conclusion that, in general, wonders don't really make much sense. Even in Civs 1-4 there is no real reason why a wonder should have the advantages it does, and no wonder was ever made hoping to get weird advantages from it. On the bottom of things the piramids...
- Fri Jan 20, 2006 3:27 pm
- Forum: Other Game Design
- Topic: Eliminate turn-processing splash screen?
- Replies: 27
- Views: 4055
Attention Grabbers , you say? Could presumably be combined as a system with autogenerated SitRep entries and associated Attention Grabbers on the map... Yep, that ones. If I remember right that thread didn't make any mention of custom - player defined - A. Grabbers. But since it seems like a good i...
- Wed Jan 18, 2006 3:22 am
- Forum: Other Game Design
- Topic: Eliminate turn-processing splash screen?
- Replies: 27
- Views: 4055
I sudently thought a simple but somehow nice solution to the problem. Kind of a trade-off between issuing comands between turns and the complexity to do that. While the server processes the turn, the client still has the current state. layers can navigate throught the current state to see stuf but c...
- Mon Jan 16, 2006 7:58 pm
- Forum: Other Game Design
- Topic: Race Conditions with Wonders
- Replies: 16
- Views: 3723
I think that the ocurrence of stuff like this is not very common. So any complex rule or chain of rules to decide this seems overkill to me (and so break the KIS rule). Using the fact that empire grow will be procesed one empire at a time anyway, a very easy way to implement it in code is: Empire 1 ...
- Mon Jan 16, 2006 7:43 pm
- Forum: Other Game Design
- Topic: Eliminate turn-processing splash screen?
- Replies: 27
- Views: 4055
- Mon Jan 16, 2006 7:39 pm
- Forum: Other Game Design
- Topic: Morals and Your Race
- Replies: 14
- Views: 4055
- Mon Jan 16, 2006 6:33 pm
- Forum: Other Game Design
- Topic: Eliminate turn-processing splash screen?
- Replies: 27
- Views: 4055
Inmersion
I totally agree with the removal of the splash screen. I would like something like the Moo1 galaxy display so you can have a picture of the movements on the galaxy map, followed to the return to the former status of the GUI before the turn processing. On the other hand. Are our turns going to last s...
- Thu Jan 05, 2006 3:19 am
- Forum: General Discussion
- Topic: introducing ourselves
- Replies: 93
- Views: 28114
24/M/Santiago, Chile I liked the MOO series a lot (except 3) And yes, I can writte C++ and I know a little about game design and I love to design stuff. Some weird taste for craking my skull from time to time. Too busy now I guess but still making some comments to add something to the proyect. Ah, a...