Search found 383 matches

by PowerCrazy
Tue May 10, 2005 8:27 am
Forum: Graphics
Topic: Original FreeOrion Mockup
Replies: 16
Views: 9765

hehe. I remember those.

Thats ok though. I think the current incarnation of FO looks pretty damn good, obviously as the project progresses refinements will be applied and our talented artists will be able to streamline and "beautify."
by PowerCrazy
Tue May 10, 2005 8:16 am
Forum: Scripting & Balancing
Topic: DESIGN: Construction Category
Replies: 42
Views: 18887

As I read over the changes that have happened in my absence, I see buildings will be the new standard. I just hope that they aren't turned into a chore, more of a delay until a technology is implemented.
by PowerCrazy
Tue May 10, 2005 8:06 am
Forum: General Discussion
Topic: my absense...
Replies: 29
Views: 7397

Wow that was a rough semester I had. I should be able to help out again.

(at least as much as I did originally.)
by PowerCrazy
Mon Feb 21, 2005 6:52 pm
Forum: Off-Topic
Topic: Enterprise canceled
Replies: 28
Views: 9205

Ablaze wrote:It's their intro that really bugs me. Every time I hear it it makes me think of Friends or some other trash sitcom. Who made the decision to use some trite pop song in their intro anyway?
I really REALLY hated its intro. The show was ok, but I like voyager much better.
by PowerCrazy
Thu Feb 10, 2005 6:06 am
Forum: Other Game Design
Topic: Role-Playing Support
Replies: 34
Views: 7596

We could call them.... Imperial Focus Points . Yes, that sounds good. I like that name, its kinda catchy. DIE My only problem with Role-Playing is how is it supposed to affect the game? What purpose would it have? And most importantly would it detract from the "MoO" feel. Now if we are si...
by PowerCrazy
Fri Jan 21, 2005 7:35 am
Forum: Scripting & Balancing
Topic: Number of techs? (I'm talking to you fellow tech mods)
Replies: 11
Views: 6423

I was thinking that "tech levels" were techs that were all availible at about hte same time. There is no game mechanicn that restrcits you to a certain level or anything. In moo2 you had 8 category's and each one had three techs per level. Each tech cost the same and unless you were creati...
by PowerCrazy
Fri Jan 14, 2005 7:54 am
Forum: Scripting & Balancing
Topic: Number of techs? (I'm talking to you fellow tech mods)
Replies: 11
Views: 6423

Well I was assuming your tree was complete. I count 5 levels of tech. So yea that is too few. Make sure you realize that levels are different then indivdual techs. A tech "level" is made up of all the techs you have researched at a certain amount. Say all techs that cost 30 RP for 5 turns ...
by PowerCrazy
Wed Jan 12, 2005 4:09 am
Forum: Scripting & Balancing
Topic: Number of techs? (I'm talking to you fellow tech mods)
Replies: 11
Views: 6423

Number of techs? (I'm talking to you fellow tech mods)

The techs we have been coming up with are great and all, however, where does it end? i.e. How many levels of tech will we have. If every single tech does +1 to maxMeter i guess we are goign to have 100 tech levels? I'm thinking since we have limited resources as far as art etc is concerned we should...
by PowerCrazy
Mon Dec 20, 2004 10:56 pm
Forum: Scripting & Balancing
Topic: DESIGN: Construction Category
Replies: 42
Views: 18887

Good, though aren't Organic Structures and Bioadaptive Structures pretty much the same thing, unless you mean that Bioadaptive Structures evolve to fit into the natural ecosystem, eg becomes more like a forest, because its in a forest. Not really that important to make a distinction as the name is ...
by PowerCrazy
Thu Dec 16, 2004 11:06 pm
Forum: Archive
Topic: Wiki Update
Replies: 3
Views: 11953

Maybe this will help people understand how to design the techs ;)

Also thanks for your outline Drek.
by PowerCrazy
Sun Dec 12, 2004 10:02 am
Forum: Scripting & Balancing
Topic: DESIGN: Construction Category
Replies: 42
Views: 18887

Add some unemployment increase, that would be cool. only problem is, wtf does unemployment do? Is it good or bad? Does it increase or decrease production, etc. etc. Right now we have no happiness or unrest or unemployment or anything defined in the effects. Now we MAY eventually, but until we do do...
by PowerCrazy
Sun Dec 12, 2004 7:48 am
Forum: Scripting & Balancing
Topic: DESIGN: Growth Category
Replies: 26
Views: 18524

Since construction team started discussing infrastructure, I posted my infrastructure levels idea there . Since it definelty overlaps with some growth things, you may want to take a look at it. Question: is this the thread for terraforming-related ideas (i.e. dealing with PlanetSize, PlanetPopulati...
by PowerCrazy
Sun Dec 12, 2004 7:41 am
Forum: Scripting & Balancing
Topic: DESIGN: Construction Category
Replies: 42
Views: 18887

Drek has a valid point. The way of thinking about a tech is most important as an effect and less about the "realistic" view of a tech. But so far so good, just come up with a little more backstory about each individual tech. Also more early game techs, and less perentage and more hard numb...
by PowerCrazy
Sat Dec 11, 2004 12:51 am
Forum: Scripting & Balancing
Topic: DESIGN: Construction Category
Replies: 42
Views: 18887

The effects of construction have alredy been losely defined. There are still a few things to be decided (like whether or not a planet gets an innate defensive advantage for being developed). But for the most part look here for your construction concernes. http://www.freeorion.org/wiki/index.php?titl...
by PowerCrazy
Fri Dec 10, 2004 12:05 am
Forum: Scripting & Balancing
Topic: DESIGN: Learning Category
Replies: 99
Views: 28547

BB: I'm fairly sure that we will have some method of speeding research. Either through better research, wonders, government choices, etc. I also assume that this "learning" catergory will be the place for it.