Search found 41 matches
- Mon Jul 11, 2005 6:07 pm
- Forum: Other Game Design
- Topic: The Basics of Ship Combat
- Replies: 100
- Views: 18747
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...
- Mon Jul 11, 2005 4:42 pm
- Forum: Audio
- Topic: Optional music/sound "theme packs"
- Replies: 18
- Views: 20866
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 musi...
- Mon Jul 11, 2005 3:21 pm
- Forum: Audio
- Topic: Info and Official Policies
- Replies: 7
- Views: 13639
The correct link is http://www.freeorion.org/index.php/Audio now.
Any progress on that one?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.
- Mon Mar 07, 2005 11:24 pm
- Forum: Audio
- Topic: Hexxium Music
- Replies: 8
- Views: 10833
- Sat Jul 03, 2004 2:43 am
- Forum: Off-Topic
- Topic: Macrotools
- Replies: 46
- Views: 20807
- Wed Jun 16, 2004 8:29 pm
- Forum: Design Archive
- Topic: DESIGN: Buildings / Build Queues / Infrastructure
- Replies: 420
- Views: 113326
- Tue Jun 01, 2004 3:41 pm
- Forum: Design Archive
- Topic: Public Review: Buildings
- Replies: 103
- Views: 71854
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...
- Tue Jun 01, 2004 1:11 pm
- Forum: Design Archive
- Topic: Public Review: Buildings
- Replies: 103
- Views: 71854
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 ...
- Thu May 27, 2004 9:24 pm
- Forum: Other Game Design
- Topic: Attacking, repair and starlanes
- Replies: 6
- Views: 2404
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...
- Thu May 27, 2004 6:14 pm
- Forum: Other Game Design
- Topic: Attacking, repair and starlanes
- Replies: 6
- Views: 2404
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. ...
- Thu May 27, 2004 4:31 pm
- Forum: Design Archive
- Topic: Public Review: Money
- Replies: 64
- Views: 55954
- Wed May 26, 2004 11:57 pm
- Forum: Off-Topic
- Topic: M$ files patent on XML
- Replies: 18
- Views: 8975
- Wed May 26, 2004 11:37 pm
- Forum: Design Archive
- Topic: DESIGN: Buildings / Build Queues / Infrastructure
- Replies: 420
- Views: 113326
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...
- Wed May 26, 2004 2:59 pm
- Forum: Design Archive
- Topic: DESIGN: Buildings / Build Queues / Infrastructure
- Replies: 420
- Views: 113326
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...
- Wed May 26, 2004 1:53 am
- Forum: Design Archive
- Topic: DESIGN: Buildings / Build Queues / Infrastructure
- Replies: 420
- Views: 113326
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...