Search found 41 matches

by Hexxium
Mon Jul 11, 2005 6:07 pm
Forum: Other Game Design
Topic: The Basics of Ship Combat
Replies: 100
Views: 13400

On the original topic: I think that we need some kind of player-controlled combat system for 1.0. For earlier versions some automatic computing will do, which can stay in 1.0 for AI battles and as an option for players. The ability to design ships would be nice, but it's not a must-have for 1.0. How...
by Hexxium
Mon Jul 11, 2005 4:42 pm
Forum: Audio
Topic: Optional music/sound "theme packs"
Replies: 18
Views: 16316

Optional music/sound "theme packs"

It has already been discussed that there probably will be different "music sets" for different races. Could we include the possibility to choose a music ser in the sound options menu, without having to mess around with configuration files etc.? That way the player could select another music theme if...
by Hexxium
Mon Jul 11, 2005 3:21 pm
Forum: Audio
Topic: Info and Official Policies
Replies: 7
Views: 11232

The correct link is http://www.freeorion.org/index.php/Audio now.
The audio resources in the game will fall under a Creative Commons License (http://creativecommons.org/licenses/). A decision about exactly which one we will use is forthcoming.
Any progress on that one?
by Hexxium
Mon Mar 07, 2005 11:24 pm
Forum: Audio
Topic: Hexxium Music
Replies: 8
Views: 8925

As soon as you can show some results, please let me know ;) I do have some more stuff, but I'd like to finish a bigger set of music pieces before publishing them. I'm also considering producing/mastering them myself this time, since that one "raw" midi version hasn't impressed anyone here much (of c...
by Hexxium
Sat Jul 03, 2004 2:43 am
Forum: Off-Topic
Topic: Macrotools
Replies: 46
Views: 17889

I agree that AI automation, like viceroys, will most probably fail. But in my opinion that's not what a "macro tool" is. For me, a macro tool is a tool that makes it easier for the player to apply his strategy, for example issue a comand to all free feets, all farming focus worlds, all shipyards, et...
by Hexxium
Wed Jun 16, 2004 8:29 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 85688

I agree, for me that's the most important point too.

I won't repeat my arguments here, but please don't limit the number of viable strategies just to reduce micromanagement.
by Hexxium
Tue Jun 01, 2004 3:41 pm
Forum: Design Archive
Topic: Public Review: Buildings
Replies: 103
Views: 57316

Instead of having automated factores giving +2 on each system, we may simply say every industry world gets +2 production from now on. Either way, under either of these two you should never feel like the game is playing itself. Where the game pretends to give you a choice you will really have that c...
by Hexxium
Tue Jun 01, 2004 1:11 pm
Forum: Design Archive
Topic: Public Review: Buildings
Replies: 103
Views: 57316

Hmm, normally i would vote for 1a, but as i see it, it's senseless as nobody would join me on this. :-( Well, I would ;) As I stated in the design thread, the most important things for me are: 1. Control: I want to have complete control. It's very frustrating in a game when I'm at some point where ...
by Hexxium
Thu May 27, 2004 9:24 pm
Forum: Other Game Design
Topic: Attacking, repair and starlanes
Replies: 6
Views: 1712

I think it's too early to think about ship repair anyway, as long as we don't know how ships and fleets will be like. If there will be mostly huge fleets like in MoO3, managing ship repair would be a pain. If there will be few but powerful ships, ship repair and ship/fleet organization in general ca...
by Hexxium
Thu May 27, 2004 6:14 pm
Forum: Other Game Design
Topic: Attacking, repair and starlanes
Replies: 6
Views: 1712

Some very nice ideas, however I think all this may be too complicated. Isn't everyone here complaining about micromanagment? In the end the question is how important/complex the repair system should be. If we decide we want a complex repair system, I think your ideas are a very good starting point. ...
by Hexxium
Thu May 27, 2004 4:31 pm
Forum: Design Archive
Topic: Public Review: Money
Replies: 64
Views: 44926

I also think that "production->money" conversion should only be used if it's needed for balancing purposes, e.g. if we don't find any other use for excess industry. The important thing is that - like with any other ressource - there has to be a way to increase money production at some cost. That cou...
by Hexxium
Wed May 26, 2004 11:57 pm
Forum: Off-Topic
Topic: M$ files patent on XML
Replies: 18
Views: 6705

XML is nothing more than storing information in brackets that have names.
by Hexxium
Wed May 26, 2004 11:37 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 85688

Nature of the build queue: I'd like to add yet another option for the penalty ;) (this may be what Satyagraha meant with his post) 3: Semi-local. Queues are local to a system or planet, PP can be imported at a penalty based on distance or infrastructure or local industry . I can also think of a var...
by Hexxium
Wed May 26, 2004 2:59 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 85688

Building infrastructure just doesn't mesh with a global queue. It's too many items to juggle, esp. in late game, to fit into one queue. The orginal idea behind infra was that it would build automatically if the planet wasn't building anything else--no micromanagement required. [...]If infra improvi...
by Hexxium
Wed May 26, 2004 1:53 am
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 85688

I'll try to keep my post short but it's not easy, I'm sorry :) Infrastructure development As I understand it, infrastructure was proposed as a substitute for individual buildings. Now why should infrastructure growth be free? In general, I think nothing should be completely free (as in free beer, no...