Search found 152 matches

by muxec
Sun May 31, 2009 7:42 am
Forum: Other Game Design
Topic: Proposal for elimination of Population
Replies: 31
Views: 3387

Re: Proposal for elimination of Population

If we remove or significantly decrease the role of population we risk to see overexpansion like in Space Empires games. Population should not be allowed to be built explicitly (housing in Moo2) to avoid exploitation. It is possible to reduce the effectiveness of additional population when population...
by muxec
Fri May 29, 2009 12:14 pm
Forum: Other Game Design
Topic: Special elements
Replies: 42
Views: 5294

Re: Special elements

To avoid the need to micromanage I think it is better to make access to resources binary, you either have it or you haven't instead of having certain quantity of it. Civ3/Civ4 way. Well Binary, Civ3/4 style means bigger empires get a significant advantage. On the other hand, if you have rare large ...
by muxec
Thu May 28, 2009 6:42 pm
Forum: Other Game Design
Topic: Capturing ships, disabling ships, immobilizing ships.
Replies: 40
Views: 4957

Capturing ships, disabling ships, immobilizing ships.

In MOO2 capturing ships was very important. You could even start a game as high G race (double hit points) and use no weapons except for tractor beams and shield depleters while boarding everyone's ships. Immobilization was mostly used to allow boarding, but could also be used to reduce enemy defens...
by muxec
Thu May 28, 2009 2:19 pm
Forum: Other Game Design
Topic: Special elements
Replies: 42
Views: 5294

Re: Special elements

To avoid the need to micromanage I think it is better to make access to resources binary, you either have it or you haven't instead of having certain quantity of it. Civ3/Civ4 way.
by muxec
Sat May 09, 2009 9:58 pm
Forum: Other Game Design
Topic: Balance: Vertical growth against horizontal growth.
Replies: 7
Views: 1950

Re: Balance: Vertical growth against horizontal growth.

The difference between non linear increase in the upkeep and in some (possibly severe) productivity reduction is that colony even with productivity reduction is better than nothing. In case of upkeep it is possible to have negative gross effect of one more colony. In Civ4 if you expand too fast your...
by muxec
Thu May 07, 2009 1:24 pm
Forum: Other Game Design
Topic: Balance: Vertical growth against horizontal growth.
Replies: 7
Views: 1950

Balance: Vertical growth against horizontal growth.

Hello. Civilization 4 (especially BTS expansion), is a great leap forward compared to earlier civ games for many reasons. One of them is that it clearly defines the balance between horizontal (more cities) and vertical (better cities) growth. Horizontal growth is limited by maintenance costs that gr...
by muxec
Sat Jul 05, 2008 5:37 pm
Forum: Strategy Games
Topic: X4 = dead?
Replies: 43
Views: 33431

X4 = dead?

In the last 7 years no 4X could catch my attention for more than one evening. Nor civ4, nor GalCiv, nor sucky MOO3. Looks like nothing new can be done in the genre. Surely, modern 4X TBS games are better than 17-years old civ 1, but not that much better. Someone already bored with Civ 1-3 will not f...
by muxec
Sat Jul 05, 2008 12:16 pm
Forum: Other Game Design
Topic: Meter Precision
Replies: 2
Views: 886

Meter Precision

Split from this thread by Geoff

Stupid offtopic question: Shouldn't meters be integer?

Even if the downloadable version is a hardly playable tech demo it is still beneficial, IMO, to already start balancing it. Could provide better insight making later stages of development easier.
by muxec
Sat Jul 05, 2008 11:44 am
Forum: Top Priority Game Design
Topic: Revision: Money vs. Social Control
Replies: 28
Views: 20421

Re: Revision: Money vs. Social Control

Well, even if it is only used for interracial trade it should be called money.
by muxec
Sun Jun 29, 2008 4:18 pm
Forum: Top Priority Game Design
Topic: Revision: Money vs. Social Control
Replies: 28
Views: 20421

Re: Revision: Money vs. Social Control

Forum troll does not approve! Seriously, you are trying to use realism arguments here. Keep it simple, in all other 4X games it is called money (gold or galactic credit or whatever). From current design I guess economical resources will work similar to other games so there is no need to rename (rei...
by muxec
Thu May 18, 2006 8:51 pm
Forum: General Discussion
Topic: Intended v 1.0 release date: 2007? :roll:
Replies: 8
Views: 2534

Aquitaine wrote:FreeOrion v1.0 is already done. The only reason nobody knows about it is because I'm not letting anybody else play it until I beat Tyreth and tzlaine 2 out of 3.
:P :P :P :?


But really, do you expect to see 1.0 before 2010?
by muxec
Tue May 16, 2006 11:47 am
Forum: General Discussion
Topic: Intended v 1.0 release date: 2007? :roll:
Replies: 8
Views: 2534

Intended v 1.0 release date: 2007? :roll:

:roll:
The most reliable Russian PC Games site says that freeorion v 1.0 will be done in 2007. Also it lists FreeOrion v0.31RC4 as featured download :( Can somebody comment this and tell me intended release date.

Link(ru): http://www.ag.ru/games/freeorion
by muxec
Sun Jan 08, 2006 6:35 am
Forum: General Discussion
Topic: General 0.3 Discussion
Replies: 53
Views: 27284

Indeed. I just said that 0.3 UI looks very 0.3ish :)
by muxec
Tue Jan 03, 2006 6:19 pm
Forum: General Discussion
Topic: General 0.3 Discussion
Replies: 53
Views: 27284

Dear FreeOrion designers, please read http://joelonsoftware.com/uibook/chapte ... 00062.html
by muxec
Tue Dec 27, 2005 7:32 pm
Forum: General Discussion
Topic: General 0.3 Discussion
Replies: 53
Views: 27284

My brief vision of tutorial suggestion: Welcome to free orion. You see the map of your galaxy... To scroll the map press and hold mouse button... Use mouse wheel to zoom in and out. Click on star to select it. Click on the fleet to select it. Right click on the star to move to it. See the production...