Search found 685 matches
- Tue Mar 13, 2012 4:11 pm
- Forum: Scripting & Balancing
- Topic: Help with EffectsGroups
- Replies: 114
- Views: 4585
Re: Help with EffectsGroups
Nope ERROR Server : /Users/jbjerk/Desktop/FreeOrion.app/Contents/Resources/default/specials.txt:1208:12: Parse error. Expected Condition here: Owns And [ ^ Same with the parallel "Contains And" I know that it does not work. It was a proposal for the programmers to add Empire to the UniverseObjectTy...
- Tue Mar 13, 2012 2:31 pm
- Forum: Scripting & Balancing
- Topic: Help with EffectsGroups
- Replies: 114
- Views: 4585
Re: Help with EffectsGroups
This works but triggers for each ship: scope = And [ Ship ContainedBy Contains Source OwnedBy AnyEmpire ] (no activation needed) To make it work correctly Empire has to be added as UniverseObjectType. It should look like this: scope = And [ Empire Owns AND [ Ship ContainedBy Contains Source ] ] or s...
- Mon Mar 12, 2012 10:14 pm
- Forum: Scripting & Balancing
- Topic: New Space Monster - Asteroid Snail
- Replies: 4
- Views: 913
New Space Monster - Asteroid Snail
I followed the call of eleazar in the "Making Space Monsters Cooler" topic and made up a new potential space monster: The Asteroid Snail. The Asteroid Snails are spawned only in systems with Asteroids and do not move. They have a very low attack value, but use the "SH_CAMOUFLAGE_ASTEROID" hull which...
- Sat Mar 10, 2012 7:41 pm
- Forum: Other Game Design
- Topic: Basic Outposts
- Replies: 80
- Views: 7086
Re: Basic Outposts
Since you cannot build a colony on an Asteroid Belt, removing any resource gathering from Outposts makes Asteroid Mining, and the improved version, completely worthless techs. Yes, if that were to happen, that tech would simply be removed. I think asteroid mining is very flavorful and beloved by lo...
- Tue Apr 03, 2007 2:37 pm
- Forum: Design Archive
- Topic: Space Combat: Range and Detection
- Replies: 58
- Views: 37409
- Fri Mar 30, 2007 12:53 am
- Forum: Other Game Design
- Topic: Request for Comments: Ship Design
- Replies: 89
- Views: 12791
There is no concept how to accomplish 2. in these posts so far ( I think?). So are there any ideas? that's what most of my posts were about. Big heavy things have multiple slots associated with them. Or is there something I'm missing? Multiple Slots was point 1. , but I just noticed that you (marha...
- Thu Mar 29, 2007 9:45 pm
- Forum: Other Game Design
- Topic: Request for Comments: Ship Design
- Replies: 89
- Views: 12791
Graphically, if we do (as i hope) build 3D models of the weaponry, and place them on the 3D hull models, it would be rather cool to have weaponry that's much bigger than the weapons you can build at the start. The dramatic impact of a death star with lots of little weapons isn't nearly as dramatic ...
- Fri Mar 23, 2007 10:48 am
- Forum: Other Game Design
- Topic: Request for Comments: Ship Design
- Replies: 89
- Views: 12791
Is there a reason we need to have parts be larger than one slot? If there were always one slot per part, there'd be no need to rotate or concern about which several covered sides a parts falls on... There is no point in having a grid system then, since it just boils down to putting parts in easily,...
- Thu Mar 22, 2007 3:23 pm
- Forum: Other Game Design
- Topic: Request for Comments: Ship Design
- Replies: 89
- Views: 12791
A grid system for ship design like this is nice in that in supports a variety of levels of design complexity. For example, the location within the grid of a part could be irrelivant (to keep things simple) or it could determine how the part functions (facing), or how vulnerable the part is. - Weapo...
- Tue Mar 20, 2007 6:06 pm
- Forum: Other Game Design
- Topic: Request for Comments: Ship Design
- Replies: 89
- Views: 12791
Regarding ship design: I support the idea of making a difference between interior slots/space and exterior slots/space for components, because in other games you always cut the interesting funky equipment in favor of more weapons. Of course also some non-weapon equipment should take exterior slots (...