Search found 205 matches

by Moriarty
Wed Aug 20, 2003 7:04 pm
Forum: Off-Topic
Topic: O happy day!
Replies: 3
Views: 1939

Why am i unsurprised that so much of the dev team are familiar with linux? Oh yea, that 'open-source' thing... :)
by Moriarty
Wed Aug 20, 2003 9:50 am
Forum: Other Game Design
Topic: planet to planet conflict
Replies: 18
Views: 2523

Range is an important factor. Generally anything that's made for anti-planet use isn't going to work for taking out ships with, primarily because planet weapons would be slow and powerful (planet's can't pull off 'evasive manouvers' after all), whilst ship weapons are limited by ship-size, and are m...
by Moriarty
Tue Aug 19, 2003 8:11 pm
Forum: Programming
Topic: Learning Programming
Replies: 11
Views: 1671

I believe Visual Basic (VB) is a OO programming language like C++. Another OO language that's quite popular is Delphi. The language you choose to learn depends on what you want to do. The langauges so far selected by yourself are best for writing applications with. Whereas if you wanted to make dyna...
by Moriarty
Tue Aug 19, 2003 4:57 pm
Forum: Other Game Design
Topic: planet to planet conflict
Replies: 18
Views: 2523

planet to planet conflict

I believe FOo is headed for a multiple planets in one system approach, and that different players can have different planets in the same system. What happens when the two players in question go to war? In the all the 4x games i've played, the only way to hit another planet in the system was by launc...
by Moriarty
Mon Aug 18, 2003 4:02 pm
Forum: Story
Topic: Race Creation Guide
Replies: 13
Views: 7420

got rid of the "twisted" bit for u....
by Moriarty
Mon Aug 18, 2003 2:32 pm
Forum: Other Game Design
Topic: Ship Building as a System Level Function
Replies: 46
Views: 5838

A rather obvious thought has just occured to me. Constructing ships always requires micromanaging. i.e. 50 star systems, then (using this system) we have 50 ques, each of which you have to set up yourself. So i'd propose that as well as allowing peeps to micro, a tool be created that will allow a pl...
by Moriarty
Mon Aug 18, 2003 2:23 pm
Forum: Story
Topic: Race Creation Guide
Replies: 13
Views: 7420

tyreth: Having read impalers physical descriptions, "twisted" is the only word i could think of :D
by Moriarty
Mon Aug 18, 2003 3:37 am
Forum: FreeOrion Project
Topic: To the Forum Administrator - please read
Replies: 3
Views: 2281

darn... beaten at every turn... ;)
by Moriarty
Mon Aug 18, 2003 12:11 am
Forum: Other Game Design
Topic: Secrets
Replies: 44
Views: 4696

Impaler: Stars uses a similar system for it's victory conditions. Works quite well. But i don't believe my suggestion was quite down those lines. I simply meant to say that i believe each of the X's should be aquired from a different source, and that one of those sources could be the players own exp...
by Moriarty
Mon Aug 18, 2003 12:03 am
Forum: Other Game Design
Topic: Ship Building as a System Level Function
Replies: 46
Views: 5838

I did get the point. I simply prefer the idea of the system only being able to create 1 ship type at a time, but creating an infinite number.

But i suppose your system could do that so long as someone coded a 'make infinite' button into it.
by Moriarty
Sun Aug 17, 2003 11:59 pm
Forum: Story
Topic: Race Creation Guide
Replies: 13
Views: 7420

Race Creation Guide

I would suggest that all submitted races have at least the following explanations (most of these are nabbed from 'impalers' races 8) ): Introduction - A nice short intro to the race. Homeworld - Type of homeworld (planet, or sun, or asteroid, or maybe even deep space), and some gritty (get it? hehe)...
by Moriarty
Sun Aug 17, 2003 11:39 pm
Forum: FreeOrion Project
Topic: To the Forum Administrator - please read
Replies: 3
Views: 2281

To the Forum Administrator - please read

I note that you folks somehow managed to 'loose' your last forum (how careless :) ), and all the data in it. I would suggest that to stop this happening again you 'backup' this forum on a weekly basis. This can be done from the adminstration page (only administrators can get to (hence it's name 8) )...
by Moriarty
Sun Aug 17, 2003 10:40 pm
Forum: Other Game Design
Topic: Secrets
Replies: 44
Views: 4696

But this can't be an easter egg, because it's a winning condition. :) The advantage to including my one is that you DO have to fight for it, because the trigger would have to be a fairly high number (enough for you to have to fight for a few planets). If each one of them has significantly different ...
by Moriarty
Sun Aug 17, 2003 10:36 pm
Forum: Other Game Design
Topic: Ship Building as a System Level Function
Replies: 46
Views: 5838

But that doesn't really confer any advantages over having individual planet shipyards. Only real difference would be having all the construction controlled from one screen for the system. Wheras if you have one shipyard collection dedicated to one ship type at a time in a whole system, u'd simplify ...
by Moriarty
Sun Aug 17, 2003 7:16 pm
Forum: Other Game Design
Topic: Ship Building as a System Level Function
Replies: 46
Views: 5838

I like the idea of one shipyard per system. Simplifys things greatly. It'd cut the total number of shipyards down (late game) to about a 1/5th Overall capacity for a system would have to be based on the systems total production capacity. So larger better developed systems, with more colonised planet...