Search found 871 matches

by Tyreth
Mon May 21, 2007 12:19 am
Forum: Design Archive
Topic: Ships: Supply
Replies: 150
Views: 72653

Ships: Supply

This thread is to discuss issues of supply for fleets. Some options (courtesy of Geoff) include: * MOO1-like range limits: can't move a fleet further than some limit from your planets and breaking this rule can result in fleet loss * Fleet fuel limits, where moving fleets consumes their fuel, and yo...
by Tyreth
Thu May 17, 2007 2:02 pm
Forum: Design Archive
Topic: Ships: Ship Design System
Replies: 49
Views: 40522

Based on the discussion in this thread, a system is now decided on. Geoff has written up these results into the wiki, which I've duplicated here. Thanks for your help, and look out for the next design thread soon. http://freeorion.org/index.php/0.4_Design_Pad#Ship_Designs Slots ------ A ship hull ha...
by Tyreth
Wed May 16, 2007 1:16 pm
Forum: General Discussion
Topic: Mac OS X compiled version of the game
Replies: 41
Views: 9968

Hi guys, I've hosted this page on our freeorion.org domain space for testing. Just a warning: I have not tested or verified that this file works, or that it won't crash your system or install a virus or whatever. So please use at your own risk. If I get reports that it's of a good working status, th...
by Tyreth
Fri May 11, 2007 11:41 pm
Forum: Design Archive
Topic: Ships: Ship Design System
Replies: 49
Views: 40522

Thanks for the input in this thread guys, I'll be reviewing it shortly. Just got a few things to do soon, but then I'll be on to it. After that we'll start the next discussion to keep things moving.

Thanks
by Tyreth
Wed Apr 25, 2007 3:23 am
Forum: Design Archive
Topic: Ships: Ship Design System
Replies: 49
Views: 40522

Ships: Ship Design System

Hi, Now that we've had a discussion about ship roles, we're ready to start discussing ship design in-game. Before we get into the details of that, we need to answer a very important question: what system do we use for design? There are three main contenders: * Slots - something like Stars!, where ea...
by Tyreth
Wed Apr 25, 2007 3:17 am
Forum: Design Archive
Topic: Ships: Roles
Replies: 73
Views: 55513

My non-participation in this thread has been more due to not having thoughts beyond those already expressed, and time. I have been reading the thread though. Currently I am the only lead doing the designing, so the decision on this topic is going to stem almost exclusively from the content of this t...
by Tyreth
Wed Apr 25, 2007 12:40 am
Forum: Design Archive
Topic: Ships: Roles
Replies: 73
Views: 55513

Thankyou all for your input on this topic, it looks like some good progress has been made on this topic. Consider this thread finished now, so there is no need to post unless there are any last thoughts you feel absolutely must be heard. The thread will be locked in a day or two.
by Tyreth
Sat Apr 21, 2007 8:53 am
Forum: Off-Topic
Topic: Avatars— please
Replies: 34
Views: 26312

Thanks, I've added those two pd.
by Tyreth
Sat Apr 14, 2007 1:11 am
Forum: Design Archive
Topic: Ships: Roles
Replies: 73
Views: 55513

Ships: Roles

Hi, Before we get on to discussing ship design, we'll discuss the size and role of ships in FreeOrion. Ships will have roles both in battles and on the galaxy map. This thread is about whether we should use role-specific hulls. So, * Is a ship's role determined by what predefined role-specific hull ...
by Tyreth
Sat Apr 14, 2007 12:32 am
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 44146

This thread is now closed.

Please see http://www.freeorion.org/index.php/0.4_Design_Pad for more information. A new design thread will be started shortly.
by Tyreth
Fri Apr 13, 2007 11:46 pm
Forum: Off-Topic
Topic: Avatars— please
Replies: 34
Views: 26312

I've added a bunch of images to the gallery that Eleazar provided me with.
by Tyreth
Wed Apr 11, 2007 11:07 pm
Forum: Design Archive
Topic: Space Combat: Preliminaries
Replies: 48
Views: 45102

Combat should be important, but other paths to victory should be playable. Combat will not hold the central role it does in Total War games, but it will be important nonetheless. Battles should not take long to complete, thinking of times around 5-10 minutes at the most. Combat will take place whene...
by Tyreth
Tue Apr 10, 2007 5:23 am
Forum: Design Archive
Topic: Space Combat: Preliminaries
Replies: 48
Views: 45102

This thread isn't concerned with specific solutions to problems, but rather to answer a more general question. We can address the question of how to achieve this in other threads.
by Tyreth
Mon Apr 09, 2007 11:10 pm
Forum: Other Game Design
Topic: Gaian Planets (a modification)
Replies: 29
Views: 9091

I would like to think that with end-game techs the player will be able to turn planets into Gaias. I'd like to think that they wouldn't need to... Why make a self-terraforming planet, when it's easier to just terraform the planet yourself? Why terraform at all if you can fully populate and exploit ...
by Tyreth
Mon Apr 09, 2007 11:05 pm
Forum: Design Archive
Topic: Space Combat: Preliminaries
Replies: 48
Views: 45102

marhawkman wrote:Hmm... I kinda like the emphasis Se4 has on combat. It's the main means to attack enemies but it's not the only one. also there are enough strategies that combat is never a total stalemate.
Could you explain this in more details please? I haven't played Se4.