Search found 102 matches
- Tue Jul 26, 2011 2:56 pm
- Forum: Other Game Design
- Topic: FreeOrion LAN play over WAN (aka the Internet)
- Replies: 3
- Views: 2887
Re: FreeOrion LAN play over WAN (aka the Internet)
A WAN is a Wide Area Network. A WAN card is probably a 3G card--one that lets you surf on a cellular phone modem connection.
- Thu Jun 22, 2006 11:47 pm
- Forum: General Discussion
- Topic: the new .net 2.0 framework requirement
- Replies: 8
- Views: 5129
The whole point of using .Net (any version) is that it keeps track of the libraries for you--including the libraries AND requiring .Net to be installed simply doubles the required download. I'm all for the opposite: leave out the libraries, and simply use the .Net stuff. It should save on the downlo...
- Thu Jun 22, 2006 11:42 pm
- Forum: General Discussion
- Topic: Adapting the VegaStrike engine for FreeOrion
- Replies: 6
- Views: 3023
- Mon Jun 12, 2006 10:23 pm
- Forum: Other Game Design
- Topic: Fleet Maintenance
- Replies: 22
- Views: 4859
one of the reasons that the cost would go up would be because you'd have to stock all 3 types of replacement gizmos, instead of stocking one gizmo. You'd have to calculate the restocking level for 3 products instead of 1, and if you ran low on only 1 of the gizmos, then you'd still have to make a re...
- Mon Jun 12, 2006 10:19 pm
- Forum: Other Game Design
- Topic: Game Distance Units
- Replies: 81
- Views: 14914
At the same time, two very close stars in realspace could be on opposite sides of the map in the game. What i'm saying is, if you treat starlanes as some sort of hyperspace network, then you dont have to use realspace distance units at all. problem: although this is possible, I find it highly unlik...
- Wed Jun 07, 2006 11:31 pm
- Forum: Design Archive
- Topic: Space strategy: Where and how?
- Replies: 71
- Views: 63271
Hey, nice post. Only had a few problems: ==== 6) If Galactic Law is established by a Senate, all Senate members are forbidden to declare war on another player without the Senate's vote/consent. Any player going to war without consent will find the defending player supported by the Senate fleet. Woul...
- Wed May 03, 2006 10:35 pm
- Forum: Strategy Games
- Topic: Need for new asynchronous strategy game
- Replies: 2
- Views: 3827
War! Age of Imperialism
http://www.coeytech.com/secure/eaglegam ... ductID=102
It's a fun game, up to 8 can play, turn based, here's a demo (single player only):
http://games.donohoedigital.com/war/demos.html
It's limited to 7 turns, but the full version has unlimited turns.
It's a fun game, up to 8 can play, turn based, here's a demo (single player only):
http://games.donohoedigital.com/war/demos.html
It's limited to 7 turns, but the full version has unlimited turns.
- Mon May 01, 2006 12:41 pm
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77655
well, do we want to grow the command point exponentially? a navy spread across several star systems, with varying needs for food, munitions, and other supplies, will be an administrative nightmare. we could very easily make command point demand grow exponentially, and give the player various tools t...
- Mon Apr 17, 2006 9:28 pm
- Forum: Design Archive
- Topic: Space strategy: Where and how?
- Replies: 71
- Views: 63271
- Sat Apr 15, 2006 3:33 pm
- Forum: Other Game Design
- Topic: Grouping & Formations
- Replies: 15
- Views: 5412
hmm you like the idea of having the ships in a fleet visible individually when selecting fleets in system? I prefer making it so you have to click to view the contents of the fleet. We could just do an expandable list, like windows explorer. that way people can either give orders to a fleet (by cli...
- Mon Apr 10, 2006 12:50 pm
- Forum: Other Game Design
- Topic: Grouping & Formations
- Replies: 15
- Views: 5412
- Mon Apr 10, 2006 1:17 am
- Forum: Other Game Design
- Topic: Grouping & Formations
- Replies: 15
- Views: 5412
- Fri Apr 07, 2006 11:42 pm
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77655
- Fri Apr 07, 2006 6:44 pm
- Forum: Other Game Design
- Topic: AI behaviors
- Replies: 33
- Views: 6460
pehaps have a -5 to +5 system, where your relations with everyone start out at 0, and as you interact with them, the relationship gets better or worse? kinda like the sliding scale in Moo2, but easier to understand. -5: total war. they hate you with their heart of hearts, and focus all their resourc...
- Fri Apr 07, 2006 3:35 am
- Forum: Design Archive
- Topic: Combat Requirements Doc - Preliminary
- Replies: 133
- Views: 77655
self-preservation is a goal like any other--it should be included. you'd want to have sliders for each goal. the combat orders would start out with self-preservation at 51%-the fleet would defend itself, but neither go out of its way to attack, nor flee. setting self-preservation to 100% would make ...