Search found 89 matches

by M4lV
Sat May 24, 2008 4:54 pm
Forum: Other Game Design
Topic: A Quick idea Re research;
Replies: 28
Views: 3845

Re: A Quick idea Re research;

I'm not entirely sure what your trying to say at the beginning of this. What "For free" one?? note if your pop is maxed, and your planets are maxed, then your Research production is remains unchanged. with "for free" I meant your idea of "unrushed" research progress. I...
by M4lV
Thu May 22, 2008 6:32 pm
Forum: Other Game Design
Topic: A Quick idea Re research;
Replies: 28
Views: 3845

Re: A Quick idea Re research;

As far as I understand research production, apart from the "for-free" one, is linear since the more percentage of workers or funds Research gets, the more output I gain. So when planets grow or tech upgrades take place each turn, my total RP output increases mostly linear (though planetary...
by M4lV
Thu May 22, 2008 12:03 pm
Forum: Other Game Design
Topic: All my craziest ideas? Really?
Replies: 22
Views: 2754

Re: All my craziest ideas? Really?

hm, that would be confusing if so. There need to be tags on starlanes to have an overview which route is the fastest then if you plot a lengthier course...

But if they are distance-authentic, then you're right with it being relatively easy.
by M4lV
Wed May 21, 2008 9:25 pm
Forum: Other Game Design
Topic: A Quick idea Re research;
Replies: 28
Views: 3845

Re: A Quick idea Re research;

how do you want to handle the extra-micromanagement, a strategically optimised tech-handling would undoubtedly require since at each new tech breakthrough, it's necessary to relocate/reduce RP production and incrementally increase it with each turn passing. You have to consider that such an exponent...
by M4lV
Wed May 21, 2008 9:48 am
Forum: Other Game Design
Topic: A Quick idea Re research;
Replies: 28
Views: 3845

Re: A Quick idea Re research;

I agree here with eleazar, though that logarithmic formula is easy to understand for a math student even in his first semesters, you will scare others off that don't have a clue how to deal with it. I'd make it a lot more linear and simpler. The remaining RP idea is good enough for that. We at our g...
by M4lV
Wed May 21, 2008 9:24 am
Forum: Top Priority Game Design
Topic: Diplomacy Preliminary
Replies: 147
Views: 63674

Re: Diplomacy Preliminary

Don't understand. My system is pre-User interface level. The value of proposals and their exchange rates should be dealt like Birth of the Federation did (I hope everyone knows that game). For exact values I'd need to be a regular programmer here not to tamper unknowingly with other balance aspects ...
by M4lV
Wed May 21, 2008 9:11 am
Forum: Off-Topic
Topic: Little misunderstandings and the benefit of real-life exampl
Replies: 19
Views: 6700

Re: Little misunderstandings and the benefit of real-life exampl

Of course realism has no immediate/direct bearing on self-consistency of the game's mechanics, there's one thing about it however when taken into account properly, and that is self-consistency (of itself) inherited from the fact that our real life is consistent ;). So if we take reality as a measure...
by M4lV
Wed May 21, 2008 8:44 am
Forum: General Discussion
Topic: Comments on v. 0.3.9
Replies: 35
Views: 6751

Re: Comments on v. 0.3.9

looking great as the other pics there. Btw. one minor typo, it's called revision 2562, not revison 2562 ;).
by M4lV
Tue May 20, 2008 8:07 am
Forum: Other Game Design
Topic: All my craziest ideas? Really?
Replies: 22
Views: 2754

Re: All my craziest ideas? Really?

But then the galaxy map view and its star lanes should be exactly proportioned or otherwise it becomes really complicated for the player to understand why that star and this star lane wasn't/isn't affected. And as far as I know, distances aren't exactly represented by the length of the star lanes bu...
by M4lV
Tue May 20, 2008 8:00 am
Forum: Off-Topic
Topic: Little misunderstandings and the benefit of real-life exampl
Replies: 19
Views: 6700

Re: Little misunderstandings and the benefit of real-life exampl

I wanna discuss if it adds no fun. If you had read through what I said about screenshots, UI and graphical looks, you would know what I'm talking about. Please read everything. And realism when adding to fun is exactly what I meant in the first place so stop putting me into that corner again like tz...
by M4lV
Sun May 18, 2008 5:42 pm
Forum: Other Game Design
Topic: Terrain worlds
Replies: 48
Views: 6961

Re: Terrain worlds

M comes from Minshara-class, a "Vulcan" word for terran planets in Star Trek. I think what basically allows for calling a planet terran is enough landmass (bigger than 20%), enough water (bigger than 20%) and a mean temperature above 0° Celsius because only then water is liquid hence life ...
by M4lV
Sun May 18, 2008 5:30 pm
Forum: Other Game Design
Topic: All my craziest ideas? Really?
Replies: 22
Views: 2754

Re: All my craziest ideas? Really?

Still there is the problem of star lane vs. unrestricted free movement between stars/sectors. How should a pulsar's negative scan strength effect be distributed when even normal space travel is restricted to star lanes? Should a pulsar only affect stars that are connected with lanes or should it aff...
by M4lV
Sun May 18, 2008 4:56 pm
Forum: Other Game Design
Topic: All my craziest ideas? Really?
Replies: 22
Views: 2754

Re: All my craziest ideas? Really?

Yes, I can only agree with that. With the FreeOrion map however it's a bit more difficult since there are no real 2d sectors like in good old botf.
by M4lV
Sun May 18, 2008 9:00 am
Forum: FreeOrion Project
Topic: 3.9 doesn't support widescreen
Replies: 20
Views: 6289

Re: 3.9 doesn't support widescreen

From the "no large enough video mode found" message, I'd say somehow it fails to get that information via the drivers and windows settings. If 0.38 is still working under that configuration then I think the problem should be with the new additions in 0.39 (and not on the user side). You kn...
by M4lV
Sat May 17, 2008 6:00 pm
Forum: Graphics
Topic: galaxy map information modes/overlays
Replies: 178
Views: 35361

Re: galaxy map information modes/overlays

I think the most intuitive pie chart approach following the KISS principle is the first one in pd's graphic. All others have an inherent question mark about how it's all meant in itself. Besides, with increasing radius, all information about the amount of each production is shown too. There is no ex...