Search found 168 matches

by mZhura
Sun Oct 19, 2014 3:11 pm
Forum: Play-Testing Feedback
Topic: FO 0.4.4 svn 7641 win32 build
Replies: 9
Views: 1496

Re: FO 0.4.4 svn 7641 win32 build

Holdover from an old idea of how to use infrastructure, and almost certainly worth reconsidering in light of that idea basically being dumped. I need to go through buildings and rebalance a chunk of them at some point. how can i determine - whether new colony aquire supply line or not? something te...
by mZhura
Sun Oct 19, 2014 1:17 pm
Forum: Play-Testing Feedback
Topic: FO 0.4.4 svn 7641 win32 build
Replies: 9
Views: 1496

Re: FO 0.4.4 svn 7641 win32 build

http://clip2net.com/s/j7e2Hk
why shipyard and drydock reducing infrastructure?

can you please add "show in Pedia" to structures, like that: http://clip2net.com/s/j7e6wc
and maybe - not only structures... :)
by mZhura
Sun Oct 19, 2014 12:32 pm
Forum: Play-Testing Feedback
Topic: FO 0.4.4 svn 7641 win32 build
Replies: 9
Views: 1496

Re: FO 0.4.4 svn 7641 win32 build

There are some monsters whose purpose is to guard certain specials (Ancient Ruins, Gaia, Computronium Moon etc.) or planets with certain natives (Acirema). Creation of these "guard monsters" are not affected by the Monsters Frequency setting, so they will still show up even with Monsters ...
by mZhura
Sun Oct 19, 2014 11:10 am
Forum: Play-Testing Feedback
Topic: FO 0.4.4 svn 7641 win32 build
Replies: 9
Views: 1496

Re: FO 0.4.4 svn 7641 win32 build

colonial fleet at HW doesn't refuelling :( i've tried "next turn" - still zero fuel :(
by mZhura
Sun Oct 19, 2014 10:53 am
Forum: Play-Testing Feedback
Topic: FO 0.4.4 svn 7641 win32 build
Replies: 9
Views: 1496

Re: FO 0.4.4 svn 7641 win32 build

sorry, i'm too lazy to programm :) i've just returned to see the progress of project.

by the way - i've set the "monsters" to "none", and they still destroying my scouts! :(
by mZhura
Sun Oct 19, 2014 5:13 am
Forum: Play-Testing Feedback
Topic: FO 0.4.4 svn 7641 win32 build
Replies: 9
Views: 1496

FO 0.4.4 svn 7641 win32 build

not a big deal, but why "tab" key doesn't select next option in "options" menu on game start? instead it adds " " to the current option. and why "esc" key doesn't close "options" menu on game start? "tab" and "esc" doesn't work at...
by mZhura
Tue Dec 21, 2010 1:43 pm
Forum: Other Game Design
Topic: Infinite technology trees
Replies: 16
Views: 2693

Re: Infinite technology trees

I think the point is that if you have an infinite Tech Tree, and I stop researching at Weapon Level 100, while everyone else is at Weapon level 90... there is the danger that one onf them will get to Weapon Level 110, because they are still researching. So there is Never a reason to stop researchin...
by mZhura
Tue Dec 21, 2010 1:32 pm
Forum: Other Game Design
Topic: Feedback
Replies: 1
Views: 523

Re: Feedback

you seemed to be right about all 3 positions. but questions of balancing are isn't of concern for now. so if you want to - you can make some changes yourself. just edit configs :)
by mZhura
Tue Dec 14, 2010 1:55 pm
Forum: Other Game Design
Topic: Radical idea for tech researching?
Replies: 19
Views: 2711

Re: Radical idea for tech researching?

Bigjoe5 wrote:
etintel wrote:Could the teching advance in a blind fashion like in AC?
That depends. What are the advantages to such a system over the current tech system?
i guess it's intriguing unpredectability :)
by mZhura
Tue Dec 14, 2010 1:31 pm
Forum: Other Game Design
Topic: Infinite technology trees
Replies: 16
Views: 2693

Re: Infinite technology trees

infinite tech tree doesn't solve "ultimate weapon" situation as you describe it - when some player puts all his research to achieve some "ultimate weapon". in case with infinite tech tree some player may also put all his research to some "super-level plasma" and this wi...
by mZhura
Tue Dec 14, 2010 11:53 am
Forum: Other Game Design
Topic: We are in center of galaxy!
Replies: 10
Views: 1973

Re: We are in center of galaxy!

PL_Andrev wrote:Of course - not. Game should be simple. 3D map is not.
3D map IS simple. Try to play Ascendancy - you might like it ;)
by mZhura
Sun Feb 28, 2010 7:24 pm
Forum: Other Game Design
Topic: Pausing Combat in Multiplayer
Replies: 8
Views: 1057

Re: Pausing Combat in Multiplayer

Phased-real time =/= real time. Players will be able to pause to give orders, then all players' ships will carry out their orders simultaneously. This prevents ridiculous first-strike advantages that occur in games such as MoO2. but games like HoMM deals with "first-strikes" very well. i ...
by mZhura
Sun Feb 28, 2010 8:07 am
Forum: Other Game Design
Topic: Pausing Combat in Multiplayer
Replies: 8
Views: 1057

Re: Pausing Combat in Multiplayer

i hate real-time :evil:

please consider some switch to turn it off...
by mZhura
Sat Feb 27, 2010 8:25 pm
Forum: Other Game Design
Topic: Pausing Combat in Multiplayer
Replies: 8
Views: 1057

Re: Pausing Combat in Multiplayer

are we still speaking about turn-based strategy or am i missed a change of plans?
by mZhura
Wed Feb 10, 2010 7:14 pm
Forum: Support
Topic: 3348
Replies: 7
Views: 1200

Re: 3348

strange battles...
Image