Search found 33 matches
- Thu May 13, 2010 5:57 am
- Forum: Story
- Topic: Decaying empire scenario
- Replies: 0
- Views: 1737
Decaying empire scenario
Optional scenario: A big space empire players being both provincial governors and "barbarian" races - both of whom want to revolt. Send out unauthorised probes and colonise and conquer to expand the wealth and power of your province. Try to make sure when the Emporer finds out you've been ...
- Thu May 13, 2010 5:30 am
- Forum: Other Game Design
- Topic: minor/magnate civs?
- Replies: 79
- Views: 11180
Re:
Well, severall "major" nations on our good old earth tried to get rid of some minors. Didn't work that well. All former colonies are independent again, and some minors even found ways to hurt the majors badly. <snip> Well not quite all, the Cadigal band certainly haven't kicked the Britis...
- Thu May 13, 2010 5:10 am
- Forum: Other Game Design
- Topic: minor/magnate civs?
- Replies: 79
- Views: 11180
Re:
Sure it is, it's not like joining the Federation from Blake's 7 at all. Really it was entirely voluntary. Those 15 Starcruisers were just there to provide fireworks for the celebrations afterwards.Nightfish wrote:I wouldn't consider it enslaving, more like joining like the federation for star trek.
- Thu May 13, 2010 5:06 am
- Forum: Other Game Design
- Topic: minor/magnate civs?
- Replies: 79
- Views: 11180
Re:
well, it's like in medieval total war, there are a couple civs you cannot control, and I wonder why...I want to be able to play as anyone in the game. It doesn't make sense to me that I can't. And like in Moo3 where you have some of the old races, but you can't play as them...why bother puting them...
- Thu May 13, 2010 4:33 am
- Forum: Other Game Design
- Topic: Diplomacy motivations.
- Replies: 0
- Views: 1278
Diplomacy motivations.
What motivates NP races (and indeed races that players control)? A few initial suggestions on the motivations and what affects them: 1) Greed a) For planets, value based on ease of access, defensibility, suitability for colonization, bonuses and size. b) For tech, value based on cost to develop tech...
- Wed Mar 03, 2010 6:47 am
- Forum: Story
- Topic: Alternate Backstory (with an eye toward Gameplay)
- Replies: 73
- Views: 16099
Re: Alternate Backstory (with an eye toward Gameplay)
So, has there been any resolution to this thread about what the story will be? There's been no discussion outside this thread (that i know of). It's not top priority right now. Cognitive Limiters - a Precursor tech. .... Possible makers/destroyers of the CLs: ... Possible destroyers: .... So are yo...
- Wed Mar 03, 2010 6:16 am
- Forum: Design Archive
- Topic: Quick Issue: Colony Ships Population Source and Consumption
- Replies: 78
- Views: 85163
Re: Quick Issue: Colony Ships Population Source and Consumption
The population should be taken proportionately from the all the planets with the appropriate race. The effects on allegiance (if that's done by planet) should be averaged on the basis of population taken from each planet. I'm not sure that there is a need to be so realistic that colonist population...
- Tue Mar 02, 2010 2:29 am
- Forum: Story
- Topic: Alternate Backstory (with an eye toward Gameplay)
- Replies: 73
- Views: 16099
Re: Alternate Backstory (with an eye toward Gameplay)
Cognitive Limiters - a Precursor tech. Scientists and historians of all races have wondered why all races started to develop about the same time. With evolutionary histories millions of years long, why did the accents to sentience come so close together? With species history hundreds of thousands of...
- Mon Mar 01, 2010 3:58 pm
- Forum: Story
- Topic: What is your favourite alien species and WHY?
- Replies: 27
- Views: 16191
Re: What is your favourite alien species and WHY?
Pierson's puppeteers from Larry Niven's Ringworld (and other works in the Known Space universe). Just the way they thought totally differently from humans but in a way humans can understand ("The majority is always sane!" "Herd animal" thought the human). Every solution they came...
- Mon Mar 01, 2010 3:47 pm
- Forum: Design Archive
- Topic: Quick Issue: Colony Ships Population Source and Consumption
- Replies: 78
- Views: 85163
Re: Quick Issue: Colony Ships Population Source and Consumption
No decision on how many, you fill up or you don't. Sure you still have to decide how to get their via an appropriate world but is that really so hard? You made it at A, you need to go to B, C or D to get the appropriate race, then you can go wherever. Making a colony ship for an alien race that isn...
- Mon Mar 01, 2010 3:17 am
- Forum: Programming
- Topic: CreateSystem Effect
- Replies: 2
- Views: 734
CreateSystem Effect
"CreateSystem - similar to CreatePlanet and CreateBuilding, but for systems. "
Just to clarify has someone done a CreatePlanet? Because if they have they've done some of the work for CreateSystem and I don't want to clash with that.
Just to clarify has someone done a CreatePlanet? Because if they have they've done some of the work for CreateSystem and I don't want to clash with that.
- Sat Feb 27, 2010 3:46 pm
- Forum: Other Game Design
- Topic: Ground Combat!
- Replies: 26
- Views: 8491
Re: Ground Combat!
I like the idea of militia. I think it'd work very well with racial traits that modify it. (maybe traits that modify effectiveness of militia not the actual numbers?) Of course if your militia is TOO good it'll give people a reason to nuke your planets, but that would force them to recolonize the p...
- Fri Feb 26, 2010 1:55 pm
- Forum: FreeOrion Project
- Topic: Newcomers! What's confusing about Contributing to FreeOrion?
- Replies: 50
- Views: 13374
Re: Newcomers! Please describe what's confusing about FreeOrion
I've long realized that this is a hard project to get involved with. It takes some time to get up to speed so that you can contribute usefully. I had to do that several years ago. Part of this is inherent in the project -- there are a lot of details in even a simple 4X game. Part of this is the sta...
Kla-Lak
[Edit: sorry I realize I should have put this in the new races thread", I'm just sleepy now]. Introduction - Crustacean-like amnesiacs with a talent for zoo-keeping. Homeworld - A huge almost totally barren planet containing a huge interstellar zoo. A reason for leaving the home planet - To fin...
- Thu Feb 25, 2010 4:25 pm
- Forum: Design Archive
- Topic: Quick Issue: Colony Ships Population Source and Consumption
- Replies: 78
- Views: 85163
Re: Quick Issue: Colony Ships Population Source and Consumption
The extra micromanagement would be in the picking how many colonists to add to a ship. If there has to be a pop up menu or some other option / setting to determine how many to put on the ship, it makes the ship building process more complicated. But the real major additional micromangement would co...