Search found 13476 matches

by Geoff the Medio
Mon Oct 04, 2004 3:16 am
Forum: Other Game Design
Topic: Research MtG Style
Replies: 7
Views: 1539

The idea of having different types of science points is somewhat interesting, but I don't really see why it would be better than a more traditional all-generic points research system. Regarding the specific suggestions to use a) randomly generated points, and b) as few as 2-30 points / tech, IMO thi...
by Geoff the Medio
Mon Oct 04, 2004 12:27 am
Forum: Design Archive
Topic: Tech Categories List
Replies: 114
Views: 77310

If I had to make the list tomorrow, I'd say Growth, Production, Learning, Construction, and Commerce (not sure about combining them - I think long-term I could see the economic picks put in the Statecraft category and just steer the fluff towards interstellar trade). What is in the Construction cat...
by Geoff the Medio
Sat Oct 02, 2004 2:31 pm
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 23253

B: most people want limited capacities to shipyards, which implies a local queue. I still don't understand why limiting shipyard capacity is a problem in your mind... If every building has a pre-set location while it's building, then it would seem that by your logic every planet would have it's own...
by Geoff the Medio
Sat Oct 02, 2004 3:58 am
Forum: Programming
Topic: How to deal with stars near, but not on, starlanes?
Replies: 122
Views: 35787

And, actually, is there any reasons the game couldn't add or remove starlanes in normal play... perhaps with effects or something similar? No, there's no reason why we couldn't do that. In fact, one day... but not today, ok? Let's leave this until v0.4 or later. The effects code is already taking w...
by Geoff the Medio
Sat Oct 02, 2004 2:53 am
Forum: Graphics
Topic: production and research UI screen
Replies: 57
Views: 18256

...a Tec that will take 500 turns to complete is never very smart. Based on what Aq was saying, techs will have a fixed per-turn cost to progress in their research, and a fixed number of turns during which you must make progress to research them. It would not be possible to spend 500 turns on any t...
by Geoff the Medio
Sat Oct 02, 2004 12:55 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 23253

if I have 4 shipyards and they each have a capacity of 10 "points", can I build a ship that costs 40 points? Because if so, this doesn't make a whole lot of sense to me. Is each shipyard building 1/4th of a ship? I think the idea is that shipyards would not have a capacity. Your empire wo...
by Geoff the Medio
Fri Oct 01, 2004 8:46 pm
Forum: Programming
Topic: How to deal with stars near, but not on, starlanes?
Replies: 122
Views: 35787

I vaguely recall this being discussed, but I don't recall the answer... Is there any reason that the "debug mode" couldn't have the ability to add or remove starlanes / wormholes? And, actually, is there any reasons the game couldn't add or remove starlanes in normal play... perhaps with e...
by Geoff the Medio
Fri Oct 01, 2004 8:43 pm
Forum: Graphics
Topic: production and research UI screen
Replies: 57
Views: 18256

Sound ok? Some parts of it sounds functionally almost the same as what I was suggesting earlier in the low-quality four-panel mockup, but which was decried as "too many clicks" and redundant with the already available drop down combobox. :? The vb-palette idea is good, as is replacing the...
by Geoff the Medio
Fri Oct 01, 2004 8:19 pm
Forum: Other Game Design
Topic: Brainstorming Building, tech, specials
Replies: 41
Views: 8228

It didn't occur to me that accessing numeric properties of targets would let effects like target.currentpopulation = target.currentpopulation * 0.5 be done, which is unfortunate as doing so compeltely destroys order-independence of the results for multiple different effects. I guess there's no good ...
by Geoff the Medio
Thu Sep 30, 2004 5:10 pm
Forum: Graphics
Topic: production and research UI screen
Replies: 57
Views: 18256

Going to a planet and chosing what to build with the construction combo is about the same number of clicks as in my mockup, and I really don't see how it would be possible to reduce the number of clicks from three or four (which is how many would be involved in the first mockup) if starting from a ...
by Geoff the Medio
Thu Sep 30, 2004 3:09 pm
Forum: Graphics
Topic: production and research UI screen
Replies: 57
Views: 18256

Geoff, what i can get from your last mockup (4pics) is not what i would imagine. That's way to much clicking. Remember, you will always be able to go a planet and choose what to build on that planet by selection it at the construction combo (the way you do it right now), even with a global build qu...
by Geoff the Medio
Thu Sep 30, 2004 2:00 am
Forum: Other Game Design
Topic: Cliff notes: Economy, techs, and buildings
Replies: 18
Views: 3102

Re: Very good post

...a building that adds a bonus doesn't add as much to the game compared to a building that allows you to do something you weren't able to do before. Such as: Starports, stargartes, Scanners, Defences, Shipyards, Minefields, etc. This is a really good point... and reminds me of an observation regar...
by Geoff the Medio
Wed Sep 29, 2004 11:07 pm
Forum: Other Game Design
Topic: Cliff notes: Economy, techs, and buildings
Replies: 18
Views: 3102

how do applications behave? Do they have to be buildt/have location? or fire just once so that bonus starts to affect its targets? My understanding is that a given tech, even an application, could have more than one "unlock" effect associated with it. So the "Soy Milk Homoginization&...
by Geoff the Medio
Wed Sep 29, 2004 10:59 pm
Forum: Other Game Design
Topic: Brainstorming Building, tech, specials
Replies: 41
Views: 8228

You should be able to say the Effect will do something like: Target.CurrentPopulation = Target.CurrentPopulation * 0.5 to kill off half the population on a planet. Here, Target is a proxy for each item in the scope of the Effect. We decided to omit that sort of thing from the v0.3 design because it...
by Geoff the Medio
Wed Sep 29, 2004 10:13 pm
Forum: Graphics
Topic: production and research UI screen
Replies: 57
Views: 18256

hrm, drag drop. Maybe we can use the actual galaxy map/sidebar. Drag the project on to the intended planet. Since we need to both select a system (which is relevant for distances to areas of effect and the like) as well as an individual planet on which to build a building, perhaps we should think i...