Search found 104 matches

by haravikk
Mon Apr 05, 2004 9:11 pm
Forum: Graphics
Topic: Graphics and performance
Replies: 15
Views: 3825

Graphics and performance

I know that as space combat graphics and most modern computers go there is a non-issue related to performance. However, a few of my friends and myself included that play MOO games are still on older machines (I personally am on a 400Mhz g3 iMac running OS X.3) so performance, especially in the graph...
by haravikk
Mon Apr 05, 2004 8:18 pm
Forum: Other Game Design
Topic: Thoughts on Diplomacy
Replies: 15
Views: 4236

Well surrender options are just extra stuff :) Emphasis I think though was one of the better additions to MOO3, it's just the way it is made 'fuzzy' that I didn't like. Being able to be insulting to a race to try and get them to react differently is something I liked :) Counter-offer let's you say w...
by haravikk
Mon Apr 05, 2004 11:36 am
Forum: Other Game Design
Topic: Thoughts on Diplomacy
Replies: 15
Views: 4236

Thoughts on Diplomacy

I found another thread on Diplomacy but it seems to have trailed off onto talking about luxury items which is not what I am concerned with. The previous diplomacy models Having not played MOO1 I can't comment on that, however I find in both the MOO2 and MOO3 models I see some problems: What the hell...
by haravikk
Sun Apr 04, 2004 10:25 pm
Forum: FreeOrion Project
Topic: Ranks
Replies: 60
Views: 16355

"Thinks too much"
"Sleeps to little"
"MOO junkie"
by haravikk
Sun Apr 04, 2004 10:17 pm
Forum: Other Game Design
Topic: Shipyards
Replies: 90
Views: 10621

My thoughts.... Shipyards I doubt very much that every planet would have a shipyard except for simple commercial ships like shuttles and freighters (i.e. negligible). Instead it is more likely that only a few systems, indeed only a few planets in an empire would really have large shipyards, and when...
by haravikk
Sun Apr 04, 2004 12:04 pm
Forum: Other Game Design
Topic: Thoughts on technology
Replies: 12
Views: 1897

Thoughts on technology

I'd post this in the design board but I'm very likely going to step out of the intended line of discussion so I'll just throw a load of thoughts about what I've read into the tech tree thus far. Generating RP's This should be fairly standard, labs generate RP's, research agreements with races add/su...
by haravikk
Sun Apr 04, 2004 10:10 am
Forum: Other Game Design
Topic: Espionage
Replies: 42
Views: 4680

Well I see spying itself as the more damaging aspect of things, having to move a ship before spying can begin would be somewhat tedious. What I am thinking for intelligence ships is more of a strategic thing only, you place intelligence ships into systems you can't really afford to defend all the ti...
by haravikk
Fri Apr 02, 2004 4:20 pm
Forum: Other Game Design
Topic: Dev Plans: Yay or Nay?
Replies: 11
Views: 1880

Yay, as long as the dev plans give control over as many aspects of the AI as possible they are extremely useful.
Read my thoughts on this
by haravikk
Fri Apr 02, 2004 4:12 pm
Forum: Other Game Design
Topic: Advisors
Replies: 10
Views: 1839

I do like this idea. However, I also liked Civ 2's 'High council', perhaps all your advisors could appear in a similar place? If you ever want to get the opinion of all your advisors, call a vote on something (e.g in a democracy) or to give bulk instructions to all aspects of your empire then you co...
by haravikk
Fri Apr 02, 2004 4:10 pm
Forum: Other Game Design
Topic: Macromanaging micromanagement
Replies: 25
Views: 3570

MOO3's viceroys were also a Fairly good macro management system. As were Civ 3's Governors. Both were macromanagement in the sense that they were automation that received some input from you (not enough input but some more than yes/no automation) I agree here, I do think that the distinction betwee...
by haravikk
Fri Apr 02, 2004 3:32 pm
Forum: Other Game Design
Topic: Espionage
Replies: 42
Views: 4680

I think spying should be as far as possible from Moo3. An expanded Moo1 style of spying. You throw a percentage of total "money" (whatever we call it) at spying and then spies are produced. Once you have these spies you can set missions for each empire and the spies will target those areas. This sh...
by haravikk
Thu Apr 01, 2004 10:15 pm
Forum: General Discussion
Topic: General idea of the game
Replies: 2
Views: 981

General idea of the game

Is there a general overview anywhere that I have missed giving the basics of the what the game is going to be like? I know it is taking elements from a number of games but it would be useful to know which elements from where and why, I've got loads of ideas but it's hard to put them into context if ...
by haravikk
Thu Apr 01, 2004 7:56 pm
Forum: Other Game Design
Topic: Espionage
Replies: 42
Views: 4680

Espionage

It seems to me that both the MOO2 and MOO3 systems of espionage are extremely arduous and require a ridiculous amount of hands-on effort to do something that real governments quite literally throw money at and leave to its own devices. So I have a few ideas about how espionage should work instead: F...
by haravikk
Wed Mar 31, 2004 10:13 pm
Forum: FreeOrion Project
Topic: Macintosh version
Replies: 12
Views: 4678

Macintosh version

Are there any plan for a Macintosh version of the game? I'm sure if you are coding in Java or C++ that there would be a number of Mac programmers willing to help if you look about (unfortunately I'm not one of them). I really enjoy MOO3 on my Mac but outstanding issues and some gameplay quircks keep...