Search found 441 matches
- Mon Sep 23, 2019 3:46 pm
- Forum: Audio
- Topic: GuiguiBaah Music
- Replies: 59
- Views: 48999
Re: GuiguiBaah Music
Wow - I still have my old Login information, despite it being over 12 years since I last posted :) (For context - I just fired up a really old computer I used to use, and lo-and-behold my webbrowser was open to this site.) Anyway, yes, my Ancients track was actually a loosely-arranged remix of Maste...
- Thu Oct 11, 2012 12:39 am
- Forum: Audio
- Topic: BackgroundMusic
- Replies: 9
- Views: 15094
Re: BackgroundMusic
Just out of curiosity, what sampler are you using? I'd love to get back into the field of composing music, but Gigastudio compatibility was dropped when Win 7 came out - and my old XP machine that I used for Gigastudio blew its power supply (still trying to repair it). Great to see how far the proje...
- Sun Jun 08, 2008 3:11 am
- Forum: Audio
- Topic: Webspace to post files
- Replies: 9
- Views: 13305
Re: Webspace to post files
Hey neat - my post is still up here!
- Tue Jun 13, 2006 6:08 pm
- Forum: Audio
- Topic: New kid in town (music to come?)
- Replies: 9
- Views: 13030
Interesting audio
Hey there - your music tracks are nice to listen to. The samples you are using sound very sharp and crisp - I take it you are using a 24 bit audio decoder / sampler with 24 bit audio samples?
- Wed Mar 29, 2006 6:15 pm
- Forum: Other Game Design
- Topic: SpaceCombat Counters
- Replies: 266
- Views: 34077
lazers and stuff
Don't forget - Lasers are also affected by gravity. Unless you are fighitng in deep space, there will be some small tugs / deviations of where the laser is fired and where it lands. Hence a targetting computer won't necessarily need to "factor in" where the enemy will be. It will, however,...
- Fri Mar 24, 2006 6:38 pm
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77655
Hero ships
If you want Hero ships, then you can't have many ships in a battle, or, the hero ships are significantly tougher than their counterparts to give them a chance to retreat. And even then, you wouldn't be using them to their full potential. Imagine what Warcraft 3 would be like if you could not ressure...
- Wed Mar 22, 2006 7:15 pm
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16941
That strategy would be ideal if the AI could be that smart. Take an RTS game and tell the unit with more speed and range to attack and they don't quite have as much success. That's because they can't move and fire at the same time in an RTS game--they must stop to fire. A key limitation of the comb...
- Thu Mar 16, 2006 5:39 pm
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16941
f = ma You dont throw fuel out the back - you fire reaction mass. Fuel (i.e. energy) is used to accelerate this reaction mass. The more acceleration you apply to the mass the greater the acceleration of your ship. So by spending more energy you can get a larger reaction from a small mass to accelera...
- Wed Mar 15, 2006 6:04 pm
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16941
- Tue Mar 14, 2006 6:11 pm
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16941
People have tried making Newtonian physics space games. They generally suck... accelerating one half way forwards, then half way back so you can slow down enough to stop where you want is weird. For SHAME! You blaspheme the Gods of Star Control - for that, you shall be devoured by none other than.....
- Thu Mar 09, 2006 6:21 pm
- Forum: Strategy Games
- Topic: List of all space 4X games
- Replies: 111
- Views: 130193
Superior to Stars
- There is, it's called Microsoft Excell, and not only can it track your fleets and resources, but it can also be used to track other things like payroll, budgetary finances, mortgage calculations, vaccine tracking sheets and hockey statistics. It also allows for an excellent customizeable window an...
- Wed Mar 08, 2006 5:22 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27666
Overpower now
- Would be interesting if rather than a complete "YES / NO" option on the weapon, there's a gradient as to whether that weapon will actually work. IE: Stellar converter. I put it in a huge battleship that is structurally braced for it. I drag the icon, drop it in the appropriate slot, and ...
- Wed Mar 01, 2006 5:48 pm
- Forum: Other Game Design
- Topic: One species per planet.
- Replies: 52
- Views: 11413
Simple solution
Here's a simple solution to get multiple species per planet, the uplift ability, and a lot of snorting Thraddash shoving hot tungsten up your cushy, posterior arse. A planet will have the "Uplift" special. You colonize it, and you can say "Oh, you know what, I'd like the bulbous-fatfr...
- Fri Feb 24, 2006 6:37 pm
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21773
Idea for fuel / supply
What could be interesting... - If, as an attacker, you lost your supply ships to a savvy defender, you are restricted in what you can do... 1) You no longer have the fuel, supplies, weapons etc.. To maintain a planet-wide bombing campaign, so you have to abandon that idea.. 2) You cannot support a m...
- Mon Feb 20, 2006 5:58 pm
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21773
Rise of Nations
I liked the Rise of Nations approach to Fuel. Supply Wagons. For those who have not played Rise of Nations, here si a quick description. A friendly army within a friendly territory can move around as much as it wants. It also slowly gets healed over time if it stays within that territory. A friendly...