Search found 205 matches
- Mon Aug 25, 2003 6:06 pm
- Forum: Strategy Games
- Topic: major mistakes in Moo3
- Replies: 24
- Views: 7039
gb207: 5. There was too much focus on making the game complicated and grand and not enough attention to the graphics engine for space battles. But the whole point of 4x games is to be semi-complicated simulations of space-empires, that only use space-battles to progress the game... If you want a pre...
- Sat Aug 23, 2003 2:00 pm
- Forum: Other Game Design
- Topic: Secrets
- Replies: 44
- Views: 4696
- Sat Aug 23, 2003 1:40 am
- Forum: Story
- Topic: Story Board Brainstorming Sink
- Replies: 69
- Views: 16301
High G as in how high G? Anything that's from a gas giant is high-g (100+ G's maybe). Brown Dwarfs: Several hundred more G's Neutron Star's: More Gravities than most people have sense... ;) (it is theoretically possible for their to be life forms in all of the above) Whereas High-G for a solid-surfa...
- Sat Aug 23, 2003 12:43 am
- Forum: Story
- Topic: The Gigazisku
- Replies: 17
- Views: 5218
- Fri Aug 22, 2003 11:18 pm
- Forum: General Discussion
- Topic: final stats
- Replies: 12
- Views: 2324
Hmm, well noting Tyreths' response let's try this a different way then: What are the specs for the programmers computers? :) Another factor relating to final size will be the Sound FX/music. Assuming u use MP3, it's about 1mb per min. Zanzibar: Cost would have to include shipping if it was $10. Inte...
- Fri Aug 22, 2003 4:02 pm
- Forum: General Discussion
- Topic: final stats
- Replies: 12
- Views: 2324
final stats
Out of curiosity, what are the final 'stats' of FreeOrion planned to be? i.e. file-size (installed) download size. minimum comp specs recommend comp specs etc etc I just read a post stating it's presently 30+ megs installed. And it's barely 1/10th completed... So It seems to be heading for a very la...
- Fri Aug 22, 2003 3:33 pm
- Forum: Story
- Topic: Story Board Brainstorming Sink
- Replies: 69
- Views: 16301
- Fri Aug 22, 2003 3:30 pm
- Forum: Story
- Topic: The Gigazisku
- Replies: 17
- Views: 5218
- Fri Aug 22, 2003 3:27 pm
- Forum: Other Game Design
- Topic: planet to planet conflict
- Replies: 18
- Views: 2523
valid point. however this wouldn't really complicate the creation of the program much. all that would be needed would be slight modifications to whatever the combat system would be. the modificaion would simply allow 2 planets to be on he screen once, rather than 1 planet and a fleet, or whatever. t...
- Fri Aug 22, 2003 3:04 pm
- Forum: Design Archive
- Topic: Design: Starlanes
- Replies: 155
- Views: 64460
linking to the nearest system won't completely do away with crossing. but as stated, it's the best way i know off to minimise it without actually writing code to get rid of any crossings. a additional possible solution may be to colour the star-lanes... it'd be easier to see wha one does what, when ...
- Thu Aug 21, 2003 10:24 pm
- Forum: Story
- Topic: Story Board Brainstorming Sink
- Replies: 69
- Views: 16301
Anyone planning on coming up with space-based life?
If someone came up with it, would it even be able to be included with the game?
Anyhow, here's some info on space-based life for anyone interested.
http://www.physics.hku.hk/~tboyce/sfseti/22nonchem.html
If someone came up with it, would it even be able to be included with the game?
Anyhow, here's some info on space-based life for anyone interested.
http://www.physics.hku.hk/~tboyce/sfseti/22nonchem.html
- Thu Aug 21, 2003 9:47 pm
- Forum: Other Game Design
- Topic: planet to planet conflict
- Replies: 18
- Views: 2523
- Thu Aug 21, 2003 9:44 pm
- Forum: Other Game Design
- Topic: Game time Limit + Victory condition
- Replies: 4
- Views: 1569
A time limit to the game could be an option (probably useful for multi-player more than single-player).... However, you don't really need to use a plagerised 'end-game' scenario. :) I'm sure between us we could think of a few dozen such possibilities from places other than books. e.g. The 'Orions' l...
- Thu Aug 21, 2003 3:02 pm
- Forum: Other Game Design
- Topic: planet to planet conflict
- Replies: 18
- Views: 2523
My point pertaining to the missiles was more towards: aircraft can be knocked down with SAM's and stuff, but try knocking a aircraft out with an ICBM, or cruise missile. Conversly, firing a SAM or AA missile at a country will do didly squat to the country (or even a building). As to beam weapons: U ...
- Wed Aug 20, 2003 7:12 pm
- Forum: Other Game Design
- Topic: Ship Building as a System Level Function
- Replies: 46
- Views: 5838
Again, the very simplest way to do it (from a users perspective) is to have however many shipyards (5 or 1000, doesn't really matter for this method), and to allow the user to set what ships/task forcecs s/he want's, and let the program figure out how to best distribute them. Minimizes microing, and...