That just means Google's indexing the forums, phpBB3 recognises common search-bots and lets you redirect them to cut-down pages and thingshan_krum wrote:There is something called "Google [Bot]" logged in right now, greyish in colour.
Search found 104 matches
- Tue Jun 19, 2007 6:25 pm
- Forum: FreeOrion Project
- Topic: new forum software reaction
- Replies: 35
- Views: 13540
Re: new forum software reaction
- Fri Dec 22, 2006 1:03 pm
- Forum: General Discussion
- Topic: Mac OS X compiled version of the game
- Replies: 41
- Views: 9966
Absolutely awesome! I was just pottering about these forums when things were getting started, but this game is already excellent, and since MOO3 no longer works at all on my machine is a worthy addition to the few games that I really play! I absolutely can't wait to see what's in-store for this proj...
- Wed Mar 08, 2006 7:12 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27524
Technically you could attach any size weapon to any sized ship. Just duct-tape the stellar converter to the front of your scout ship, sure the thrusters on that ship aren't going to be very speedy, but it'll get going eventually =) Whether or not remains in one piece during hyperspace is another mat...
- Wed Mar 08, 2006 3:31 pm
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27524
Well, borrowing from my own game's dynamics again, the way I've factored in small or numerous weak ships is that they actually have a bonus depending on how small they are in relation to the enemy vessel. So say a fleet of 1000 ton ships fight a fleet of 10 ton fighter sized ships. The fighters woul...
- Wed Mar 08, 2006 12:14 am
- Forum: Other Game Design
- Topic: Are Ginormous Ships Necessary?
- Replies: 140
- Views: 27524
I had to skip a lot of these pages. But in a little browser game I'm making (actually it's not so little anymore, monstrous task as it is!) hull types are more ways of constructing ships, rather than simply bigger sizes. In this way you'd have say fairly rigid class, for the sake of argument size sm...
- Wed Mar 08, 2006 12:03 am
- Forum: Other Game Design
- Topic: Nanite Plague
- Replies: 17
- Views: 3893
moo3 had them. MOO3 had some pathetic biological ground combat option with huge political ramifications. You use biological weapons in your ground strikes and everyone hates you in a single turn. But if you bring in a huge fleet loaded with guns and bomb the holy crap out of a planet until it's dea...
- Mon Feb 20, 2006 9:03 pm
- Forum: Other Game Design
- Topic: Obscure Technology Ideas
- Replies: 80
- Views: 16020
Anti-burn field (REALLY bad name!) Basically the ship vents a gas that makes it impossible for most lower-level engine technologies to function in the surrounding area. Effectively locking an enemy ship in its position (and yours too if you don't have sufficient engine tech) so that you can force a...
- Thu Feb 09, 2006 7:06 pm
- Forum: Other Game Design
- Topic: Obscure Technology Ideas
- Replies: 80
- Views: 16020
Offense Grid This is an upgrade to particular types of missiles. Basically upon detecting counter-measures (e.g lightning fields) they will break apart and electrically charge their payload, so instead of exploding, the gasses and chemicals in them fire forward. The effect is that these missiles, up...
- Tue Jan 24, 2006 10:56 pm
- Forum: Other Game Design
- Topic: Obscure Technology Ideas
- Replies: 80
- Views: 16020
Dimensional Shielding +100% shields (ie twice whatever the second best shielding is) These shields effectively work by temporarily shifting the ship in and out of hyperspace (or some other alternate dimension depending on whether this would fit into hyperspace theory as per this game) rendering it ...
- Sat Jan 21, 2006 12:31 am
- Forum: Other Game Design
- Topic: Race Conditions with Wonders
- Replies: 16
- Views: 3722
Could the wonder's effect be reduced? Obviously having more than one identical wonder in the galaxy would reduce the popularity of both, thus they'd have 50% output (or 33% etc). Alternatively, why would you even know what wonders you are building in the first place? Surely it would make more sense ...
- Mon Jan 16, 2006 12:26 pm
- Forum: Other Game Design
- Topic: Planet Orion
- Replies: 37
- Views: 6545
- Wed Oct 05, 2005 5:26 pm
- Forum: Design Archive
- Topic: Space strategy: Where and how?
- Replies: 71
- Views: 62850
I skimmed this so I apologise if I missed much. However I think I'm quite well into what you mean, if you're a strategy fan and haven't played any Myth games before, then I suggest you swing by ProjectMagma.net and download the Myth 2: Soulblighter demo. It's not a space-game, but it is a VERY tacti...
- Wed Oct 05, 2005 5:04 pm
- Forum: Other Game Design
- Topic: Ascension
- Replies: 5
- Views: 1647
I remember posting in a thread with a similar idea to this, essentially the game could be allowed to 'scale' at some point (e.g the ascension tech is actually inter-galactic travel) and suddenly instead fighting around sectors in a galaxy, you are fighting over galaxies in the universe. So basically...
- Wed Aug 03, 2005 6:56 pm
- Forum: Story
- Topic: Plant Race In FreeOrion
- Replies: 12
- Views: 4700
Couldn't a plant happily grow into the shape of a ship (perhaps several plant creatures growing to combine in the different parts). Plants have various different defensive mechanisms, so weapons become possible, and one of these could be fire or gravitic manipulation, which can (with intelligence) b...
- Wed Aug 03, 2005 6:52 pm
- Forum: Other Game Design
- Topic: Colonizing the sun??
- Replies: 21
- Views: 4246