Search found 29 matches

by Steve
Thu May 24, 2012 4:02 am
Forum: Other Game Design
Topic: "Deep Space" - empty starlane junctures
Replies: 21
Views: 2236

Re: "Deep Space" - empty starlane junctures

OTOH, maybe I'm straying into "realism" here, and should start looking nervously 'round for tar & feathers...? :wink: Well, yeah. From a gameplay point of view, the colony pod does one thing, and so it should be one part. Likewise, a Stellar Converter does one thing, and should be one...
by Steve
Wed May 23, 2012 1:46 pm
Forum: Other Game Design
Topic: "Deep Space" - empty starlane junctures
Replies: 21
Views: 2236

Re: "Deep Space" - empty starlane junctures

It used to be that the standard hull was the smallest hull with internal slots; since having even 1 internal slot allows you to do cool special stuff that ships without such slots can't do, it makes sense that not every hull gets one. I wouldn't mind going back to that. That doesn't remove the need...
by Steve
Tue May 22, 2012 4:58 pm
Forum: Other Game Design
Topic: "Deep Space" - empty starlane junctures
Replies: 21
Views: 2236

Re: "Deep Space" - empty starlane junctures

I'd be reluctant to see a "colony" require a hull-type unavailable at the start of play, so if a "large" hull-type (needed for "large" parts) was needed for a colony, I'd like to see it available up-front. OTOH, I agree that stuffing a colony into the smallest hull seem...
by Steve
Tue May 22, 2012 3:22 am
Forum: Other Game Design
Topic: "Deep Space" - empty starlane junctures
Replies: 21
Views: 2236

Re: "Deep Space" - empty starlane junctures

OK. In the future I'd like to see an additional slot size - "Large" for big, rare items. Some ship part like a "Production Module" could go in a large slot, which would allow the ship to be used as a build location. If desired, there could be some restrictions on this effect's a...
by Steve
Mon May 21, 2012 2:46 pm
Forum: Other Game Design
Topic: "Deep Space" - empty starlane junctures
Replies: 21
Views: 2236

Re: "Deep Space" - empty starlane junctures

Not currently. Maybe later. Right. Should I suggest/request elsewhere? Or just wait and see? Posting a more specific suggestion couldn't hurt... OK... hrm... How about this: I'd like to suggest a new ship-type, probably with a few supporting techs. It should need a large hull (maybe... Heavy Astero...
by Steve
Mon May 21, 2012 3:40 am
Forum: Other Game Design
Topic: "Deep Space" - empty starlane junctures
Replies: 21
Views: 2236

Re: "Deep Space" - empty starlane junctures

eleazar wrote:Not currently.
Maybe later.
Right. Should I suggest/request elsewhere? Or just wait and see?
by Steve
Sun May 20, 2012 7:28 pm
Forum: Other Game Design
Topic: "producible items" list
Replies: 5
Views: 1167

Re: "producible items" list

Do I report this somewhere, then? An official "feature request" or a "bug report" or some such?

Or is this discussion, de facto, that report?
by Steve
Fri May 18, 2012 11:14 pm
Forum: Other Game Design
Topic: "producible items" list
Replies: 5
Views: 1167

"producible items" list

There's a nice little feature where, if you hover over an Item, it tells you if the location can enqueue the item for production. e.g. you need a Shipyard in an Asteroid Belt that you own, in order to build a ship based on an Asteroid hull. If anything's missing, the hover will show you what conditi...
by Steve
Fri May 18, 2012 11:03 pm
Forum: Other Game Design
Topic: "Deep Space" - empty starlane junctures
Replies: 21
Views: 2236

"Deep Space" - empty starlane junctures

Can anything be done with these "systems"? Obviously, they can host battles... and on-ship stuff (regen structure/fuel, etc) can happen. But, can any buildings or other development go into "Deep Space"? Just at the moment, I'm wishing I could build a "Gateway to the Void&quo...
by Steve
Fri May 18, 2012 6:29 pm
Forum: General Discussion
Topic: FOOD: going, going ... ???
Replies: 2
Views: 1200

Re: FOOD: going, going ... ???

We're 80-90% of the way through making the complicated transition away from the old food resource. There's not a lot that could prevent us from finishing that off. Then people can try it and we will see if it stinks or not. Oh, I don't think it'll "stink." I just don't think it'll be *as*...
by Steve
Fri May 18, 2012 6:19 am
Forum: General Discussion
Topic: FOOD: going, going ... ???
Replies: 2
Views: 1200

FOOD: going, going ... ???

Elsethread, I see that "food" is being eliminated (at least as an experiment). Has that become a hard-and-fast decision? If it has not, I'd like to ask that it be reconsidered. I'd like to keep "food" as a strategic resource. It's a quite fundamental strategic concept, and I thin...
by Steve
Mon May 14, 2012 11:57 pm
Forum: Other Game Design
Topic: Tech Tree UI
Replies: 2
Views: 1343

Tech Tree UI

So, reading around the forum a bit I discover I'm not the only one who thinks the Tech Tree display is badly in need of overhaul. :shock: :shock: :? It's beginning to appear to me that the tech-tree itself doesn't meet the FO "kiss" principle, and begins to stray perilously close to "...
by Steve
Mon May 14, 2012 9:42 pm
Forum: General Discussion
Topic: anonymous "Asteroid Belt(s)"
Replies: 1
Views: 866

anonymous "Asteroid Belt(s)"

Planets get ID'ed by their position (orbital order) relative to their star (or so I presume) -- I, II, III, IV, and all that. Asteroid belts have no such identifier. Worse - much worse - in SitRep's, they report WITHOUT ANY STELLAR RELATION. Thisa-and-thata happened at an asteroid belt... great, but...
by Steve
Sat May 12, 2012 8:55 pm
Forum: FreeOrion Project
Topic: Something to help new people who want to join the board
Replies: 12
Views: 9978

Re: Something to help new people who want to join the board

This is not an official post. I am not officially associated with this project Neither am I... But as another unofficial person, and another newbie (at a rather later point in time) I'd like to suggest that "somebody" (and I can't volunteer to be That Person; sorry!) might take a quick pa...
by Steve
Sat May 12, 2012 8:33 pm
Forum: General Discussion
Topic: Any point to using "obsolte" tech?
Replies: 2
Views: 912

Re: Any point to using "obsolte" tech?

Is there any point to building ships with "obsolte" tech? That is, once I can make Lasers, is there ANY reason to retain Mass Drivers in my new designs? Same with Plasma Cannons: do I ever keep Lasers or MD's? And Death Rays... I just abandon all 3 older tech's, right? What about the &quo...