Search found 244 matches

by krum
Sun Mar 07, 2004 11:42 am
Forum: General Discussion
Topic: FreeOrion 0.1 Issues thread
Replies: 78
Views: 11419

Too bad it happens just when I'm computerless for a few weeks... :( I can't wait...
by krum
Sun Mar 07, 2004 9:52 am
Forum: Archive
Topic: FreeOrion 0.1 Released!
Replies: 10
Views: 16155

Uraaaaaaa!! I tri dena jali, pili i se veselili... :D
by krum
Sun Mar 07, 2004 9:50 am
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 71575

I guess my beef is that money != PP in a 4X game. Money is a resource deserving of equal status to PP and RP in a system. A conversion penalty would be logical, but an inherent penalty for saving the money just doesn't make sense to me. Have the penalties apply only when money is being changed into...
by krum
Sat Mar 06, 2004 4:31 pm
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 71575

I think Tyreth outlined the level of complexity we need well. About the saving penalty, I wanted it because money represents PP, which besides labour and equipment also represents time, and you can't actually save time for later; I know that is a realism argument... For example, You need to field a ...
by krum
Fri Mar 05, 2004 4:13 pm
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 71575

noelte wrote: Why do we need such a huge inflation rate. I don't find this appropriate.
Well, of course it could be 0,75 too, whichever works better.
by krum
Fri Mar 05, 2004 3:59 pm
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 71575

Okay, here's what: Every population point generates 1 AU. Mining, Food and RP don't generate money normally, unless we descide somehting different later. The player sets a tax percentage for their empire, choosing from a few discrete values ranging from zero to fifty percent. That percentage of the ...
by krum
Fri Mar 05, 2004 3:21 pm
Forum: Design Archive
Topic: Public Review: Tech Tree I
Replies: 112
Views: 64845

I was thinking about tzlaine's #2 today, and I think it's good. I think some limit on this is reasonable so it doesn't seem as though you can stockpile RP, though - perhaps you can only 'save' your spare RP for two turns? So if you need 80 RP and you're generating 45 RP a turn, you're good and the p...
by krum
Fri Mar 05, 2004 11:47 am
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 71575

Wow, just look at where we got... I dunno about exchange rates and stuff like that... it could be distracting. But I'm not saying I'm against it. I just wanted to say I thought about Ablaze's idea about the penalty for not using money right away and it seems elegant, and also this way the possible c...
by krum
Fri Mar 05, 2004 10:47 am
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 71575

Okay, to sum things up: How would money be generated? The two main possible sources are PP and population. Also, excess food and RP could make it in, depending on what is descided in the Tech Tree I Design thread. Is the possibility of stockpiling huge amounts of money, combined with instant buying ...
by krum
Fri Mar 05, 2004 10:04 am
Forum: General Discussion
Topic: Active Posters
Replies: 13
Views: 2012

I'd say thrice :)
by krum
Thu Mar 04, 2004 1:15 pm
Forum: General Discussion
Topic: Precompiled v0.1?
Replies: 17
Views: 4335

Daveybaby wrote: :shock: Alberjohns.
Indeed...
by krum
Thu Mar 04, 2004 10:40 am
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 71575

I won't deny that it is an useful abstraction; however, what I'd hate to see is abuse of it. It doesn't matter how you call it, but how it behaves. Now if you allow infinite stockpiling of money at no penalty, that means you allow infinite stockpile of anything you can turn money into, be it PP, foo...
by krum
Thu Mar 04, 2004 8:15 am
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 71575

I don't know if we really need money; they could be just an unnessesary complication of the resource system. Trade would work fine without them, only with RP and PP. What money seem to be basically is a stockpile for stuff. The game could feel more dynamic without them; I think we should think twice...
by krum
Tue Mar 02, 2004 10:44 am
Forum: Other Game Design
Topic: Discontent
Replies: 13
Views: 2049

To factor external threat in the discontent/morale calculation is a good idea. More factors and less randomisation is better, of course too much factors and eventually it becomes practically unperdictable. But external threat seems good to me.
by krum
Sat Feb 21, 2004 10:39 am
Forum: Other Game Design
Topic: Design by Committee?
Replies: 10
Views: 1587

I've been a lot less active poster lately, due to the Real Life (TM)... I'm really hoping I could get back and maybe even do something usefull... :roll: