Search found 13476 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- Sat Oct 02, 2004 12:55 am
- Forum: Other Game Design
- Topic: Ship Building HOI style
- Replies: 203
- Views: 23253
- Fri Oct 01, 2004 8:46 pm
- Forum: Programming
- Topic: How to deal with stars near, but not on, starlanes?
- Replies: 122
- Views: 35787
- Fri Oct 01, 2004 8:43 pm
- Forum: Graphics
- Topic: production and research UI screen
- Replies: 57
- Views: 18256
- 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 ...
- 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 ...
- 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...
- 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...
- Wed Sep 29, 2004 11:07 pm
- Forum: Other Game Design
- Topic: Cliff notes: Economy, techs, and buildings
- Replies: 18
- Views: 3102
- 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...
- 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...