That a smaller number of people are evil rather than a larger number of people are stupid.Geoff the Medio wrote:That people are evil, not stupid? (For an appropriate value of evil...)eleazar wrote:That actually makes me feel better about humanity.
Search found 3826 matches
- Tue Nov 26, 2013 4:57 am
- Forum: Off-Topic
- Topic: Hey look, it's spamday!
- Replies: 25
- Views: 18051
Re: Hey look, it's spamday!
- Mon Nov 25, 2013 4:09 pm
- Forum: Other Game Design
- Topic: Screen Cleanup Menus Idea
- Replies: 2
- Views: 780
Re: Screen Cleanup Menus Idea
So I know UI isn't the current focus, but wrangling the mass of windows (many of which open themselves up again frequently) is quite annoying and gets in the way of the pretty game. I spent some time this evening whipping some screenshots into a mockup of what I'd eventually like to help make happe...
- Sun Nov 24, 2013 4:11 pm
- Forum: Off-Topic
- Topic: Hey look, it's spamday!
- Replies: 25
- Views: 18051
Re: Hey look, it's spamday!
99% of spambots don't care if you follow the link directly, they're trying to trick search engines into giving them higher rankings—I used to do some white hat SEO/SEM stuff and the spammers and idiots and tricksters gave the whole process a bad name (plus, I wasn't very good and nearly went bust, ...
- Sun Nov 24, 2013 12:36 am
- Forum: Off-Topic
- Topic: Hey look, it's spamday!
- Replies: 25
- Views: 18051
Re: Hey look, it's spamday!
what i find most disheartening is that there are enough people that follow the links that get spammed on forums for it to be worth the scoundrel's time to make spambots, and for people to pay for their use.
- Sat Nov 23, 2013 12:20 pm
- Forum: General Discussion
- Topic: Glad to see the in-game graphs
- Replies: 12
- Views: 3803
Re: Glad to see the in-game graphs
Cool
Graphs IMHO deserve their own icon among those in the upper right.
I already took the liberty of creating an icon button
icons/buttons/charts...
Graphs IMHO deserve their own icon among those in the upper right.
I already took the liberty of creating an icon button
icons/buttons/charts...
- Sat Nov 23, 2013 12:14 pm
- Forum: General Discussion
- Topic: A collection of heads
- Replies: 15
- Views: 3120
Re: A collection of heads
b) Interrogate him and get a small empire wide bonus based on 10% of one of the emperor's natural bonuses. For example, a Trith emperor might give a +5 detection range bonus, based off of Trith's natural Great Detection Range: +50 bonus. You then mount his head on your trophy wall, which would like...
- Sat Nov 23, 2013 3:31 am
- Forum: Off-Topic
- Topic: Hey look, it's spamday!
- Replies: 25
- Views: 18051
Re: Hey look, it's spamday!
i'll get it.
- Sat Nov 09, 2013 6:01 pm
- Forum: Play-Testing Feedback
- Topic: Problem with troop numbers.
- Replies: 6
- Views: 1047
Re: Problem with troop numbers.
Also, species bonuses and penalties to troops only affect planets, not troop ships. I think troop ships should have the same bonus or penalty, just like good or bad pilots change the total damage good or bad troops could change the total troop number of the troop ship. I'd like to have to build tro...
- Wed Oct 30, 2013 9:13 pm
- Forum: Other Game Design
- Topic: Rumors spread through the galaxy...
- Replies: 17
- Views: 2652
Re: Rumors spread through the galaxy...
I support rumors.
- Mon Sep 23, 2013 2:45 pm
- Forum: Other Game Design
- Topic: Radial Distance Indicator
- Replies: 9
- Views: 1160
Re: radial distance indicator
I understand this is the easiest way to get some sort of radial measurement, but it seem to address the problem very directly. Theres a good chance that the distance the player is interested in is not going the one displayed.
- Sun Sep 15, 2013 5:56 pm
- Forum: Other Game Design
- Topic: proposed adjustment to visibility circle permiters
- Replies: 12
- Views: 1232
Re: proposed adjustment to visibility circle permiters
But the rim-- as the most opaque part-- will be the part the player normally leans on to identify the empire of the detection circle if there is doubt. It's not the part that should be subject to hue-shifts. OK. What I have considered doing was scaling it in a similar fashion, except limiting the s...
- Sun Sep 15, 2013 3:16 am
- Forum: Other Game Design
- Topic: proposed adjustment to visibility circle permiters
- Replies: 12
- Views: 1232
Re: proposed adjustment to visibility circle permiters
In this particular case with the visibility regions, it seems to me it's ok if the narrow band of perimeter color is sometimes a bit different than the rest of the fill color, not just brighter, since the point is to add some contrast. But the rim-- as the most opaque part-- will be the part the pl...
- Sat Sep 14, 2013 9:00 pm
- Forum: Other Game Design
- Topic: proposed adjustment to visibility circle permiters
- Replies: 12
- Views: 1232
Re: proposed adjustment to visibility circle permiters
What's GG::LightColor do? I was expecting it to do something a bit more complicated, but it turns out that it simply doubles the rgb values (but leaves alpha alone); GG::DarkColor similarly halves them. If i understand what you are describing, It's not a good idea to use GG::LightColor with colors ...
- Sat Sep 14, 2013 6:37 pm
- Forum: Top Priority Game Design
- Topic: Adding Interest to Combat
- Replies: 29
- Views: 22501
Re: Adding Interest to Combat
My proposal above isn't really supposed to be a RPS system, though i suppose it has some element of that.
It is more of an attempt to be interesting by allowing the player some involvement, and control -- i.e. making significant decisions.
It is more of an attempt to be interesting by allowing the player some involvement, and control -- i.e. making significant decisions.
- Sat Sep 14, 2013 6:29 pm
- Forum: Other Game Design
- Topic: Some UI suggestions to make play a little less confusing
- Replies: 78
- Views: 8514
Re: Some UI suggestions to make play a little less confusing
It's not the perfect solution, but it is certainly an improvement, so as far as i'm concerned, commit away.Dilvish wrote:Unless anyone objects, I'll go ahead and commit this with the shadowtext for now...